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WolfQuest: Anniversary Edition News

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.


Patch v1.1.0g Released!

[h2]v1.1.0g - Released 21 September 2023[/h2]

[h3]BUGS FIXED:[/h3]
* Wolf bio is greatly truncated in Lost River DLC map.
* Death music plays repeatedly (mainly noticeable on multiplayer).
* Pronghorn meat chunks don't glow in scent view.
* Enter key doesn't reliably trigger the OK function on some dialog panels (like Save Game).
* Faint half-circle at top of strong hex sprite image.
* Lost River: Portable objects still have snow indoors in corner of Horseshoe Lounge.
* Minor terrain issues.

Public Beta for Patch v1.1.0g

NOTE: Game saves ARE backward compatible with the last patch (v1.1.0f). Multiplayer games are also backward-compatible, so you can play with others who do not have this beta.

[h2]BETA 1[/h2]

[h3]BUGS FIXED:[/h3]
* Wolf bio is greatly truncated in Lost River DLC map.
* Death music plays repeatedly (mainly noticeable on multiplayer).
* Enter key doesn't reliably trigger the OK function on some dialog panels (like Save Game).
* Faint half-circle at top of strong hex sprite image.

Patch v1.1.0f Released!

[h2]v1.1.0f - Released 19 September 2023[/h2]

[h3]NEW:[/h3]
* Lost River: A few stray cats hang out on favorite perches, safely out of any canine's reach. Keep your eyes peeled in downtown, the carnival/park area, and the ghost town area.
* In-Game Messages: Added a multi-delete option.

[h3]IMPROVEMENTS:[/h3]
* Pups now prioritize going into den, howling with packmates, over eating food.
* Lost River: Reduced the odds of stray dog den raids.
* Lost River: Reduced damage from wintertime cattle calves.
* Snow now doesn't accumulate on collectible objects (human objects, antlers, skulls) when indoors.
* Made Peaceful Death input static (to avoid problems when player remaps keyboard inputs).
* Game difficulty setting is now remembered when going back to main menu and starting new games.
* Removed wolf skull on fossilized tree stump in Amethyst's Fossil Forest (to avoid confusion with new skulls).

[h3]BUGS FIXED:[/h3]
* Multiplayer: Fixed Schedule can be unknowingly selected when starting a new game.
* Snow flickers on and off pronghorn fawn carcass.
* Switching to scent view while waking up from sleep does not show scents.
* Lost River: Corrected some tombstones in pioneer cemetery.
* Research airplane freezes in the sky if wolf that it's tracking dies.
* Sometimes game window resizes itself.
* Multiplayer: Trap errors on Host when client player gets trapped, causing problems.
* Text wrapping issues on Bio labels on Pack info tab.
* When getting a new mate before Endless Summer, family tree is regenerated, but it shouldn't be, not yet.
* A few notification texts say "(sprite)" instead of the correct tag for displaying the sprite.
* When screen is faded out, input is not disabled if there is an input notification on screen.
* Appropriate notification texts are not displayed when ironwolf dies and have pups.
* Mate tries to put pups in den (and possibly triggering flooding popup) when switching from one lone hunt state to another.
* Pup sometimes twitches back and forth when trying to get to food.
* Predators engaged in a den raid sometimes follow mate when on a hunting excursion, making it impossible for player to deal with them and end the raid.
* Player can't pick up a pup that the mate has just woofed to go into the den.
* Pup navigation issue when trying to sleep with another pup close to player.
* Cougar takes a long time to reach player-pack if the player has moved away from it (during a journey).
* Fox carcass fur doesn't respond correctly to player's fur quality settings.
* On low graphics quality levels, a chunk of terrain is missing in the distance on Amethyst Mountain.
* Lost River: The cow skull counts towards the multiplayer Headhunters achievement, but should not.
* Lost River: Deep snow can get very deep on western rural roads.
* Lost River: No short grass around dens in fall season.
* Lost River: Asphalt and sidewalks are not aged and cracked open.
* Lost River: Pups can't reach food near airplane den.
* Lost River: Rival wolves can pass through cattle ranch fence.
* Lost River: Learn to Hunt quest intro shows tip text.
* Minor water and terrain issues.

Hellroaring Mountain (WolfQuest Goes to Yellowstone)

We are working on a new DLC map for WolfQuest: Anniversary Edition, centered around Hellroaring Mountain in north-central Yellowstone. On our most recent visit to Yellowstone, we hiked into this area to get a look at it firsthand. It has a great variety of enviironments: rolling sagebrush-steppe gradually rising up to Buffalo Plateau, strands of Douglas-fir forests on mountain slopes, and plenty of granite outcrops going up to the summit. And along the southern section, the Yellowstone River roils through the Black Canyon. We saw some of each on our hike, so now you too can get a sneak peak at this upcoming new game location!

[previewyoutube][/previewyoutube]

In case you missed it: Many players are still under the impression that Saga is part of the Tower Fall DLC map (because that's what we said would be the case years ago). This will likely cause confusion and uncertainty when the time comes to release the Saga update and Tower Fall, so we've decided to set the Tower Fall map aside, for now at least, to disconnect it entirely from the Saga. But we do rely on DLC revenues to help fund Saga development, so we have been working on the Hellroaring Mountain map instead, which we expect to release before the Saga is ready for release.

_________________________

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.