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WolfQuest: Anniversary Edition News

Hotfix Patch v1.1.0i Released

[h2]v1.1.0i - Released 19 October 2023[/h2]

[h3]BUGS FIXED:[/h3]
* Mate won't drop snowshoe hare after killing it.
* Multiplayer: Wolf leaps when pressing X to close dialog window.
* Cannot submit bug report when amongst an elk herd -- if you find the elk herd and attack an elk within a few minutes after starting a new game.
* Lost River DLC: Wintertime mispositioning of a Halloween structure.
* Lost River DLC: Snow accumulates on objects inside Carmella's Pizzeria.
* Minor terrain issues.

Patch v1.1.0h Released!

v1.1.0h - Released 18 October 2023

[h3]IMPROVEMENTS:[/h3]
* On MacOS: Added native Apple Silicon support, so players with M1 and M2 Macs will see much better CPU performance. (GPU performance is unchanged, so this will be noticeable only when the game simulation is the determining factor on FPS.)
* Lost River: Reduced odds of feral dog packs.
* A few more Halloween decorations in Lost River DLC map.

[h3]BUGS FIXED:[/h3]
* Typing an "x" in game name closes the Save panel.
* Lost River: Poisoned cattle carcass contains no poison.
* In multiplayer games, in certain circumstances, rival wolf pack groups are at maximum size for eight players, regardless of number of players actually in the game.
* When player sends mate home, mate stops just short of den and doesn't let pups out of den.
* Achievement "Look what the wolf dragged in" can be unlocked with antlers and skulls, rather than only human objects.
* Achievement "Portable Picnic" cannot be unlocked with pronghorn fawn carcass.

Public Beta for Patch v1.1.0h -- updated with beta 3

We are mainly focused on Saga-related features, but several bugs in v1.1.0g warranted a patch soon, so this contains those and a few other things.

NOTE: Game saves ARE backward compatible with v1.1.0g. Multiplayer games are also backward-compatible, so you can play with those who have 1.1.0g.

See instructions at bottom of this page for how to get the beta.


[h2]BETA 3[/h2]
[h3]
IMPROVEMENTS:[/h3]
* A few more Halloween decorations in Lost River DLC map.

[h3]BUG FIXED:[/h3]
* Sometimes a radio collar appears on a wolf who shouldn't have one.

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[h2]BETA 2[/h2]

BUG FIXED:
* Killing a hare can crash the game (and if it doesn't, the hare carcass is invisible). This bug also causes crashes at other times.
_________________________________________

[h2]BETA 1[/h2]

[h3]IMPROVEMENTS:[/h3]
* On MacOS: Added native Apple Silicon support, so players with M1 and M2 Macs will see much better CPU performance. (GPU performance is unchanged, so this will be noticeable only when the game simulation is the determining factor on FPS.)
* Lost River: Reduced odds of feral dog packs.

[h3]BUGS FIXED:[/h3]
* Typing an "x" in game save name closes the Save panel.
* Lost River: Poisoned cattle carcass contains no poison.
* In multiplayer games, in certain circumstances, rival wolf pack groups are at maximum size for eight players, regardless of number of players actually in the game.
* When player sends mate home, mate stops just short of den and doesn't let pups out of den.
* Achievement "Look what the wolf dragged in" can be unlocked with antlers and skulls, rather than only human objects.
* Achievement "Portable Picnic" cannot be unlocked with pronghorn fawn carcass.



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[h3]TO GET THE BETA BUILD[/h3]
1) In the Steam app, go to your Library, then right-click on the WolfQuest: AE name in the left column and choose Properties.
2) Then go to the Betas tab and select the WQ current Beta option in the pulldown. No password is necessary. Steam should then start downloading it. Later you can switch back to the public version in that Betas tab, by selecting NONE in that pulldown.

Persistent Packs

Our new persistent packs system is shaping up. Raul has been working on it for more than six months and just last week got it far enough along to merge into the main project, so we can really give it a workout and see what needs fixing and refining. This new system replaces the old static pack system, which I talked about in the last devblog "Saga Switchbacks." Now, instead of having hard-coded stats, rival packs are dynamic, with each member going through all the stages of life that you and your pack will go through in the Saga. Over time, packs will grow, shrink, and sometimes leave the game map or even disband entirely, creating a vacancy for another pack to move into.

[previewyoutube][/previewyoutube]

While many of the features of this new system won't be functional before the Saga is released, we decided to add it to the game sooner, since it does make the eco-simulation substantially more naturalistic. You'll especially notice the effects of dynamic packs if you use the Jump Ahead option in Endless Summer, as that will carryover the current rival packs, with some changes for the skipped months, into the next year.

When designing this system, we had to decide how much detail was necessary. It's easy to get carried away and build a pretty complex system, only to find that with all those variables running simultaneously, the result isn't much different than simply rolling the dice periodically. For the player, it's all opaque, hidden away, and they don't benefit from all that complexity. But given how much, and how intently, many of our players play the game, we decided it was probably worth the effort to put a lot of detail into the system. We don't expect players to see or track much of the information that the game is tracking, but we do think that information will manifest itself often enough, and in interesting enough ways, to be worth the effort.

Persistent packs also includes the new wolf naming system. We wanted to base this on the actual method used in Yellowstone, but park biologists only give numbers to wolves who have had their blood sampled and DNA analyzed. That mainly means wolves with radio collars, though biologists do sometimes locate dead wolves and sample their blood as well, giving them a number postumously. Since only about 25% of wolves in the park have radio collars, this means that nearly 3/4 of wolves in the game would have no identifying number, which just isn't viable for us. We entertained a few other ideas but finally settled on the simplest one: every wolf gets a number when they are born. This is applied retroactively to existing wolves, so those who are now five years old get numbers in the 600-800 range, and so on, with the first litter of pups in a new game getting numbers starting at 1600. The names you may have given your mate and pups are now their nickname, which you can change at any time -- but their number is a permanent identifier that stays with them for their entire life.

Your packmates won't be the only wolves with nicknames. Now all NPC wolves have them, and if you encounter a rival wolf in a fight or a dispersal wolf in courtship, they'll be listed in the new Known Wolves panel, where you can give them a nickname if you like.

This is a pretty big new system in the game, and it'll take some time to work out the bugs and polish it up, but we do plan to release it in an update somewhat soon -- and definitely before the Saga (which won't be before next year). So stay tuned for more!

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The WolfQuest saga will continue! Stay tuned for more news in upcoming devblogs about it and other new features!

Once the game is completed on PC/Mac, we will consider porting the game to other platforms.

We do not announce specific release dates. We will release them when they are ready.

Saga Switchbacks

Working on a big project like the Saga* sometimes feels like climbing a mountain. And sometimes when you're climbing a mountain, the path has some switchbacks, where you have to turn and go back and forth rather than progressing directly up to the summit. Switchbacks can seem slower but they're often necessary in order to make steady, sure-footed progress and find a clear path up tricky terrain. With WolfQuest, a switchback is especially frustrating, but it can be unavoidable re-route when we find some element of the original game design that just doesn't work well with the Saga. Today's devblog looks at several such things.

[previewyoutube][/previewyoutube]

Learn to Hunt Quest: The first quest in the game, Learn to Hunt, makes perfect sense as the initial quest in the game, since hunting is fundamental to wolf survival. But in the Saga, you'll see (and help) your pups learn to hunt...so why does a two-year-old wolf have to learn to hunt all over again? This is pretty easy to solve by renaming this quest "Learn to Hunt Alone" or "Survive Alone" or something like that.

Wolf Names: When designing Anniversary Edition five years ago, we settled on a nice and simple method for naming wolves in rival packs: Use the pack name and start with 1 and go up from there. It works fine if you play the game a few times, but of course we should have known by then that many people will play the game more than a few times. Redesigning this is relatively simple, but it's tied to a much bigger revision of rival wolf packs, making them persistent and dynamic over the years of the Saga. Raul has been working on that and we'll show it in an upcoming devblog.

Aging Up: This is probably the most glaring example of a design element that doesn't work well in the Saga. When we added Age Perks a few years ago, it seemed unfair to force your wolf to advance in age each year, since some players might well want to stay the same age and keep their current perks. But in the Saga, with time passing continuously year-round, it makes no sense whatsoever. Are your pups going to be frozen in time as well? So I really wanted to remove that option entirely...but after consulting with some players and hearing their strong opinions on the matter, we decided to keep it. Tommi came up with a reasonably good solution: If you decide to stay the same age, all adult wolves in the game will also stay their current age, and only pups will keep growing up until they reach adulthood. I'm honestly not thrilled with this solution, but it's hard to take features away from players, so I accept it.

White Coats: We like to use real wolves as the basis for wolf coats in the game. Those wolves range in age, so some have gone white or whitish with age. Offering those coats makes the game more realistic in the big picture, but a bit weird for specific wolves, particularly the player wolf which is always two years old at the start of the game. We have some ideas about how to address this, but it gets more complicated since all wolves get more grizzled with age. Someday we'd love to simulate that over the course of each wolf's life in the Saga....but that presents multiple challenges, technically and aesthetically, with performance impacts. Eventually, we hope to figure out a good solution for that, but we don't know what it will be or when we might tackle it.

Those are just a few things that we're grappling with, or hope to grapple with at some point. Overall, we're making good progress with the Saga, but it's a big job and will take a good while before it's ready to release. Stay tuned for updates!

* What is the WolfQuest Saga? Basically, it's "the rest of the game" -- where time keeps passing, your pups keep growing -- learning to hunt, growing into yearlings, and eventually (usually) dispersing to find or form a pack of their own. The Saga will be a free update. We do not have a release date for it.

_________________________

The WolfQuest saga will continue! Stay tuned for more news in upcoming devblogs about it and other new features!

Once the game is completed on PC/Mac, we will consider porting the game to other platforms.

We do not announce specific release dates. We will release them when they are ready.