WolfQuest: AE Release Notes

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WolfQuest: AE Release Notes

Post by loboLoco » Wed Jan 15, 2020 4:23 pm

WolfQuest: AE Patch 1.0.2a

IMPROVEMENTS:
* Added toggle to Invert Head Camera Y Axis, for better customization of controls in Scent View.
* In Remapping panel, changed "Run" to "Run Toggle" for clarity. (This is a different input than Sprint.)

BUGS FIXED:
* Fog and atmospheric perspective were broken in Basic Sky mode for several months. Fixed now, big visual improvement.
* Coyote doesn't play some animations correctly.
* Various issues with getting stuck when Emotes panel overlays another popup window.
* Can get stuck on Save Game panel if you die while trying to do an emote.
* Controller inputs are active when remapping inputs.
* Controller, can't set right stick to both lock and unlock the camera target.
* Various issues with onscreen keyboard.
* In Game Settings: Graphics panel, sometimes the FPS readout is stuck at 2fps.
* Can't use Controller to open Emotes, then mouse to select an emote.
* If you lock onto another wolf with the targeting arrow, choosing an emote deselects it.
* Bull elk legs are rather shiny.
* Cottonwood trees are missing colliders in Basic Sky & Vegetation mode.

SOME KNOWN ISSUES:
* On some computers, elk carcass (and some other animals?) explode when you are nearby. (Still trying to reproduce this; please submit ved very detailed bug reports)
* Animal behaviors in water are non-optimal. (Nw water-specific AI coming soon.)
* Wolf can get stuck sometimes when jumping into boulders. (Fix coming soon.)
* Bull elk and buck mule deer sometimes run backwards after fighting. (Will hopefully be fixed in next patch.)
* On Macs using Intel integrated graphics on Basic graphics mode, distant trees are sometimes multicolored, and sky may have similar discoloration.
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Re: WolfQuest: AE Patch Notes

Post by loboLoco » Tue Jan 21, 2020 10:51 am

Patch 1.0.2b

KNOWN ISSUES:
* On certain computers (Mac using Intel integrated graphics, certain old Windows dedicated GPUs) in Basic Sky & Veg mode, distant trees are sometimes multicolored, and sky may have similar discoloration. This seems to be a Unity game tool bug but we are still investigating.
* On very old (2012-2014) AMD GPUs, terrain may have white patches. Try upgrading your graphics drivers and submit a bug report if that helps. If it doesn't, please test different Terrain Quality settings and submit bug reports.

IMPROVEMENTS:
* New animal AI behaviors around water: Animals won't do things in water that they shouldn't (e.g. graze, fight, attack); animals will seek out the bank if they decide to do something that they can't do in the water; birds will fly over water and land on shore; prospective mates will follow player if player is in shallow water, and will follow the player across the river; animals will avoid going into water unless necessary to reach their intended destination.

BUGS FIXED:
* Buck mule deer and bull elk sometimes run backwards after fighting.
* On some computers, some animal models and carcasses are exploded/distorted.
* Animals sometimes take flight.
* World map is broken if your wolf is killed before you open the map in a game session.
* Some issues with remapping controls. (If you have trouble, try resetting them.)
* Minor issues with NPC pathfinding in cliff slopes.
* Better controller support in Wolf Customization (bumpers to navigate tabs, right stick to rotate wolf, clearer navigation in customization panel). Note that this requires resetting custom remapping of joystick to default settings.
* Biting fox's rear legs pushes wolf underground.
* On Basic Sky & Veg mode, fossil forest objects aren't affected by fog.
* On Basic Sky & Veg mode, there's an obvious hole in the distant terrain when in upper Chalcedony area.
* NPC animals can get stuck on some trees, especially in the Burn area and old certain old dead trees.
* Birds fly very very slowly.
* Occasionally there are too many grizzlies at a carcass.
* Large grass monoliths rise above terrain near Chalcedony Creek. (But no Strauss music plays.)
* Can get stuck when jumping into a boulder.
* Ravens are missing part of underside of wing when seen at close range.
* Eagles have small holes in underside of wings when seen at medium range.
* Camera is too jittery on rough ground.
* Patches of shiny ground in valley floor on Medium Terrain Quality.
* Way too many wolf carcasses spawn in cliff area.
* Possibly fixed: On rare occasions, the terrain does not load underneath your wolf, breaking the game.
* In scent view, if you stand idle for some time, your wolf sits down and you have to trot or run before the camera controls work again.
* Minor animation glitches at end of growl and bark emotes.
* Occasionally elk calf doesn't run back to join herd after being attacked.
* Occasionally a prospective mate is frozen.
* In rare situations, if you reach the border and are forced to turn around, you are walked into a tree and get stuck.
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Re: WolfQuest: AE Release Notes

Post by loboLoco » Mon Feb 17, 2020 11:44 am

Patch 1.0.2c
Released on February 17, 2020

KNOWN ISSUES:
* In Basic Sky & Veg mode, rivers and ponds do not respect atmospheric fog. Will be fixed in next patch.
* On certain computers (Mac using Intel integrated graphics, certain old Windows dedicated GPUs) in Basic Sky & Veg mode, distant trees are sometimes multicolored, and sky may have similar discoloration. This seems to be a Unity game tool bug but we are still investigating.
* On very old (2012-2014) AMD GPUs, terrain may have white patches. Try upgrading your graphics drivers and submit a bug report if that helps. If it doesn't, please test different Terrain Quality settings and submit detailed bug reports about the results of your tests.

IMPROVEMENTS
* At end of trial period, a new option "Extend Trial" lets players postpone that decision for ten minutes.
* Grizzlies and cougar will stop chasing player-wolf sooner (chase duration varies depending on their grumpiness, from 1 to 12 seconds now).
* Reduced the maximum number of competitors that will congregate at carcasses.
* Improved NPC animal behaviors around water.
* Mate will mark territory if you mark it.
* Keyboard and Controller Remapping panel is now cleaned up and organized by type of function!
* Using Controller on onscreen keyboard, pressing Left or Right Stick will switch between lowercase and uppercase.
* Somewhat reduced the number of eagles that are typically spawned at any given time.
* Mule deer become tired and slow down sooner when fleeing wolves during a chase.
* Removed bite-points on fox (wolf can't bend down that low to bite them realistically).
* Mate Permadeath setting is saved to player preferences on that computer, and used when starting a new game (instead of always defaulting to Off).
* Added 120 and 144 FPS options in Game Settings: Gameplay: FPS setting.
* FPS Readout now obeys show/hide HUD setting.
* Tweaks to Douglas-Fir trees.
* HUD automatically reappears if you hide HUD while in Photo Mode.
* Improved feedback when game is unable to save to computer, due to computer firewall or anti-malware settings.
* Removed clouds of flies at random locations (was realistic but confusing).
* Grizzlies have larger teeth, the better to bite you with.


BUGS FIXED
* NPC animals can fly.
* Some carcasses are exploded. (Probably fixed, but we can't reproduce it, and a bit puzzled why it started happening after last fix.)
* Some missing terrain chunks at certain settings and locations.
* Mate and NPC wolves sometimes run in circles endlessly when near water.
* Dead coyote's legs are bent in unnatural ways.
* Wolf howl volume doesn't diminish properly at mid-distance.
* Clouds/weather change too rapidly.
* On mule deer corpse, ribs poke through skin before anyone starts eating it.
* Can't eat a meat chunk that's been placed next to a boulder.
* Scent prints appear under water.
* In Customization: Howls, wolf does not do howl animation if No Fur is selected in Graphics Quality settings.
* In Enhanced Graphics mode, there are some invisible tree-colliders in upper area of the Burn.
* On large fossilized tree in Fossil Forest, the collider is too big and high above the object.
* Cougar swims under water, not at surface.
* Removed some words from the badwords list for wolf names.
* With controller, can't back out of Customization: Coats panel.
* Corrupted wolf file (missing all data) breaks the game.
* A cliff rock went AWOL.
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Re: WolfQuest: AE Release Notes

Post by loboLoco » Tue Mar 17, 2020 4:54 pm

Includes fixes from 1.0.3c which was released only for Windows on Steam on 16 March.

LOST RIVER IMPROVEMENTS:
* We're working on various glitches with object surfaces and colliders. It's tricky because the wolf-controller wasn't designed for the intricate objects and ladders of Lost River. We had it working pretty well, but players are of course much more industrious and random with their actions than we had seen in beta testing. We've made some changes which should prevent getting truly stuck, but which will increase the chance of goofy vertical-climbing wolves, and are now working on some improvements for that, but they won't be ready for a few days.
* Reduced the number of wolves in stranger packs (will only take effect in new games).

LOST RIVER IMPROVEMENTS:
* We're working on various glitches with object surfaces and colliders. It's tricky because the wolf-controller wasn't designed for the intricate objects and ladders of Lost River. We had it working pretty well, but players are of course much more industrious and random with their actions than we had seen in beta testing. We've made some changes which should prevent getting truly stuck, but which will increase the chance of goofy vertical-climbing wolves, and are now working on some improvements for that, but they won't be ready for a few days.
* Reduced the number of wolves in stranger packs (will only take effect in new games).

GENERAL BUGS FIXED:
* The World Map goes in incorrect direction when you click-drag it.
* Rain and snow sound effects begin before rain and snow are visible.
* There can be a delay after killing elk to getting credit in the Quest panel.
* Note: Territory hex readouts broke at some point (inverted the percentage) so we are hiding them until that's fixed.

LOST RIVER BUGS FIXED:
* Various issues with music.
* NPC animals are sometimes oblivious to the presence of water in the beaver pond and reservoir.
* Some animals are too speedy in water.
* Animals are sometimes underground.
* Lost River stranger pack can get wiped off the face of the map.
* The Two Step waterfall and creek audio is not tied into Audio Settings (and volume for those sound effects is too loud).
* Can get stuck in far northwest corner of map, between border and steep hillside.
* Profusion of floating scent markers coming from far northwest beyond the map.
* Coyote snowprints are huge.

AMETHYST BUGS FIXED:
* Gap in cliff rocks on Basic graphics mode.
* Small crack in terrain, just north of Lamar River.
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Re: WolfQuest: AE Release Notes

Post by loboLoco » Fri Mar 20, 2020 3:48 pm

Patch 1.0.3e Released

GENERAL IMPROVEMENTS:
* Minor refinements to grizzly and fox behaviors and vocalizations.
* Added button for WolfQuest merchandise store on main menu.
* Enabled controller bumper buttons when selecting wolves in My Wolves screen.
* Visual cues for controller usage in main menu wolf customization.

GENERAL BUGS FIXED:
* Wolf sometimes does crouch animation when it bites galloping prey.
* Territory hex readouts are incorrect (inverted) -- we disabled those until we fixed this bug, so they are displayed again.
* Camera can go underground if you swing it around very quickly.
* Aspen and cottonwood trees are blotchy when viewed at a distance.

AMETHYST BUGS FIXED:
* In the fall season, animal snowprints are too bright at night.
* Lower section of Chalcedony creek has bright blue texture in winter.
* Winter objects (frozen waterfalls and creeks) don't appear on Mac computers.

LOST RIVER IMPROVEMENTS:
* The much smaller map for Lost River has created a variety of issues. One was that stranger packs had to venture out of their tiny territories to find elk herds, which was confusing since it was mostly unrealistic and differed from behavior in Amethyst Mountain. In this patch, we've adjusted those territories and given each pack an elk herd in its territory. Now they should be more likely to stay and hunt in their territory, but they may still occasionally venture out into the unclaimed central area to hunt. (These changes will only take effect in new games).
* This patch has a few more tweaks to object colliders, but there are still some problems, especially on the narrow steps of the fire tower and gas tanks. It's tricky because the wolf-controller wasn't designed for these narrow spaces. To solve this, and similar issues with the rugged rocky outcrops in Slough Creek, we're reworking some aspects of the controller to handle them better. It's a significant task and will take some time to get it working well.

LOST RIVER BUGS FIXED:
* Various issues with music.
* Prey animals can escape by going farther towards the edge of the map than wolves can. (Now they will turn back before the wolf has to.)
* Mate bounces like a superball when player is in fire tower or atop gas tanks. (Mate still won't go up those ladders--they're afraid of heights.)
* Mate flickers on and off when player is in northeast area of map.
* NPC animals can go underneath the elevated plaza in front of City Hall.
* Some strange clumps of trees here and there.
* Can get stuck if you venture close to the dam.
* Rain falls through roofs.
* Various collider issues.
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Re: WolfQuest: AE Release Notes

Post by loboLoco » Thu Mar 26, 2020 10:41 am

Patch 1.0.3f - Released on March 26, 2020

GENERAL IMPROVEMENTS:
* Main menu: Added popup window to display recent patch notes.
* Wolf Customization: Improvements to controller support.
* Wolf Bio: Can add line brakes now with Return/Enter key.
* Modest reduction in frequency of mule deer spawning.
* Refinements to snow effect on Amethyst cliff rocks.
* Removed a few unnecessary words from badwords list.

GENERAL BUGS FIXED:
* Ravens don't flock to carcasses.
* Mule deer fawn entirely underwater when swimming.
* Eagles are not quick enough to fly away when wolf approaches.
* Bite points on wolf rear legs not quite aligned correctly.
* Error that can prevent WQ game launcher (non-Steam version) from working properly.

AMETHYST BUGS FIXED:
* Cliff rocks have no snow in wintertime.
* On World Map during winter, map is tinted dark when Pack Territories are displayed, but does not untint when those are toggled off.

LOST RIVER BUGS FIXED:
* Floppy is not observing StayHome directives.
* Various issues with object colliders, getting stuck on stairs, etc.
* Dave's Bowl sign shines through rain, snow, and fog.
* Elk scent tracks enter grocery store.
* On MacOS, some logs near beaver dam are missing textures.
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Re: WolfQuest: AE Release Notes

Post by loboLoco » Sat May 09, 2020 9:41 am

Patch 1.0.3g - Released on April 27, 2020

IMPROVEMENTS:
* New music track, a fingerstyle guitar version of the old High Hunt theme; plays when hunting mule deer and moose at night.
* Reduced amount of RAM memory used by the game. Should allow the game to run more reliably on computers with less RAM.
* Mates will come closer to player-wolf when sleeping (that distance is still affected by personality).
* Small alert appears now if you unlock the cursor (to allow free cursor movement independeng of wolf controls) -- we suspect that some players do this inadvertently (by tapping the comma key) and then are confused when the wolf controls do not work properly.


GENERAL BUGS FIXED:
* Player-wolf sometimes jumps on slopes that are not steep enough to warrant a jump.
* Cougar swims underwater.
* Fresh carcasses turn gory a bit too quickly when predators start eating them.
* Amethyst snow cover is inconsistent between near and far areas during Fall season.
* Amethyst: Gap in one area of mountain slope on Basic graphics mode.
* Amethyst: Can get stuck at edge of map north of Lamar River.
* In Wolf Customization, neck ruff slider resets each time you open the panel.
* Buck mule deer lose their antlers upon dying.
* Cougar chases player-wolf farther than it really should.
* Sometimes a lot of coyotes converge on carcasses.
* Typo in Cinnabar pack name.
* In rare situations, things go awry when loading an autosave, trying to place animals far away from the terrain, causing bad performance and game crash.
* If audio volume is set to zero, some audio still plays when starting a game.
* Lost River: Various rock and collider issues.
* Thin white border on some dream images.
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Re: WolfQuest: AE Release Notes

Post by loboLoco » Tue Jun 02, 2020 2:54 pm

Patch 1.0.3h - Released on May 9, 2020

IMPROVEMENTS:
* New music track, a fingerstyle guitar version of the old High Hunt theme; plays when hunting mule deer and moose at night.
* Reduced amount of RAM memory used by the game. Should allow the game to run more reliably on computers with less RAM.
* Mates will come closer to player-wolf when sleeping (that distance is still affected by personality).
* Small alert appears now if you unlock the cursor (to allow free cursor movement independeng of wolf controls) -- we suspect that some players do this inadvertently (by tapping the comma key) and then are confused when the wolf controls do not work properly.


GENERAL BUGS FIXED:
* Player-wolf sometimes jumps on slopes that are not steep enough to warrant a jump.
* Cougar swims underwater.
* Fresh carcasses turn gory a bit too quickly when predators start eating them.
* Amethyst snow cover is inconsistent between near and far areas during Fall season.
* Amethyst: Gap in one area of mountain slope on Basic graphics mode.
* Amethyst: Can get stuck at edge of map north of Lamar River.
* In Wolf Customization, neck ruff slider resets each time you open the panel.
* Buck mule deer lose their antlers upon dying.
* Cougar chases player-wolf farther than it really should.
* Sometimes a lot of coyotes converge on carcasses.
* Typo in Cinnabar pack name.
* In rare situations, things go awry when loading an autosave, trying to place animals far away from the terrain, causing bad performance and game crash.
* If audio volume is set to zero, some audio still plays when starting a game.
* Lost River: Various rock and collider issues.
* Thin white border on some dream images.
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Re: WolfQuest: AE Release Notes

Post by loboLoco » Tue Jun 02, 2020 2:55 pm

Patch 1.0.3i - released on May 22, 2020

IMPROVEMENTS
* Controls remapping: You can now remap mouse buttons to keyboard inputs and vice versa.
* In Graphics Quality, new option for Grass and Bush Variety: Low will be a bit faster.
* Some physics optimizations, which should improve performance if limited by CPU power (sometimes occurs when many animals are active in the game world, though most players are usually limited by GPU power) and possibly reduce some lag spikes.
* In the Quest panel, player's current quest is automatically displayed (instead of first quest in the list).
* Reduced odds of wolf carcass spawning.
* Slightly reduced odds of coyotes and mule deer spawning.
* Refinements in NPC animal turning movement.

BUGS FIXED
* During winter season, after sleeping and dreaming at end of December, terrain is bare ground instead of covered with snow.
* Some areas of snow during Winter Season have obvious tiling patterns or are too dark or contrasty.
* Wolf can get stuck hovering in the air along rock face.
* Wolf sometimes climbs weirdly up a rock and then leaps off.
* Elk Hunt notification can appears when biting other prey and interrupt the action.
* Doe mule deer carcass is masquerading as moose in scent view.
* A dead log has orange rim glow.
* Scent View Tutorial Tip blocks input and scent controls while displayed.
* Typo on one dispersal wolf: Cinnebar instead of Cinnabar
* Animals occasionally will teleport when touching other animals.
* Visual glitches with dreams.
* Water splash audio sometimes stops when you zoom out and then back in again.
* In Lost River, fire tower and porch roofs do a poor job of blocking raindrops.
* Cow elk sometimes freezes when player bites calf.
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Re: WolfQuest: AE Release Notes

Post by loboLoco » Tue Jun 02, 2020 2:55 pm

Patch 1.0.3j - Relased on June 2, 2020

IMPROVEMENTS
* Large granite boulders in Amethyst now appear at all quality levels/modes (previously only appeared in Enhanced Sky & Vegetation mode). Boulders have proper colliders now so you can't stick your head inside sometimes, and they are walkable! They also appear at longer distances, instead of popping into view at mid-distance.
* Improvements to wolf movement on steep rock faces.
* Improved organization of Game Help panels.
* Optimized performance when snow accumulates on animals.
* Moderate reduction in mule deer and moose frequency.
* Additional text in first mission dialog.
* Refinement to wolf head-turning.

BUGS FIXED
* NPC animals sometimes decide to climb trees, unsuccessfully.
* Camera snaps back a bit after the wolf jumps off a rock or ledge.
* In Wolf Customization, the main theme continues to play instead of the customization music.
* One dead log on ground sometimes looks very wet, when it shouldn't.
* Sky sometimes shows through dream images.
* In Lost River, bridge does not block raindrops.
* Doe mule deer carcass is (still) masquerading as moose in scent view.
* Courtship panel sometimes appears when dispersal wolf is engaged in a fight, showing wrong wolf info.
* Selection-dragging text in save game input field causes errors.
* If your wolf is on a boulder when you save the game, your wolf may be stuck inside the rock when loading that save.
* Various terrain tweaks and smoothing.
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Re: WolfQuest: AE Release Notes

Post by loboLoco » Wed Aug 05, 2020 1:05 pm

WolfQuest v1.0.4 now available, with bison, wolf stats, and dozens of other improvements and bugfixes!

IMPORTANT! Shake Off Attackers action (to break free when stranger wolves bite you): Input changed from spacebar to left/right movement inputs. These are A/D on keyboard and left/right leftstick on controller, but will change to whatever you have remapped that to. Most effective if you alternate left and right inputs.

NEW:
* Old bull bison: These old bulls hang out in small groups throughout the game world. They're cranky and dangerous, so they are best appreciated at a distance.
* Wolf Stats: In Wolf Customization, you can now adjust your Strength, Health, Stamina, and Speed. Before you can boost any of those, you must take reductions on one or more stats. Changes will apply to your own wolf in saved games, but NPC wolves in saved games (before this update) will all be average. NPC wolves in new games will have randomized stats.
* Wolf can now howl when laying down.

CHANGES:
* Left/right movement in scentview/headcam is now sidestep/strafe movement rather than turning.
* When fleeing from wolves, elk run a bit faster and turn less frequently, and are better at staying together as a herd.
* Elk calves keep running with the herd for much longer (their stamina decay was much too fast before).
* All prey animals have a new fast-sprint movement for a few seconds after shaking off wolf bite, to open up some distance.
* Ungulate calves and fawns can run in tighter circles, and mothers can run in somewhat tighter circles.
* Adjusted wolf attack speed: No longer a fixed high speed, but adjusts based on target's speed.
* Wolf stamina drains much more slowly.
* Wolf uses special gait when running up steep slopes.
* Scent View now renders sky and fog instead of dark gray background color. Grayscale exposure adjusted for better contrast with scents.
* Greatly improved scent view exposure at various times of day and night, to make scents more visible.
* Wolf pack territory colors on World Map adjusted for colorblindness.
* World Map has darker tint when pack territories are displayed, for better visibility of low-strength hexes.
* Scent posts are now only visible up to 250m away.
* Adjustments to rim lighting on wolf coats, so they should look more natural at night.
* Many small improvements to sky lighting, stardome, atmospheric fog, and clouds, especially at night.
* Adjusted nighttime appearance of rocks at Amethyst waterfalls.
* Changed floating scent icon for all carcasses to better differentiate it from scent post icon.
* Modified terrain setup to eliminate lag spikes when loading terrain chunks.
* Tweaks to snow dust particles generated by wolf movement.
* Reduced wolf's stamina drain rate substantially (due to faster elk speeds).
* Adjusted wolf howl volume at mid-distance.
* Stranger wolves can no longer attack player-wolf when latter is sliding down a steep slope.
* Adjusted some fight variables so competitors will take longer to flee during a carcass confrontation.
* Reduced volume of wolf snarls a bit.
* Bull moose are less aggressive at medium distance.
* Added restriction so no more than two stranger wolves can bite player wolf simultaneously.
* Adjusted Scentview/Headcam rotation sensitivity to better match third-person camera orbit sensitivity.
* Fossil forest objects are now walkable.
* Some new cougar sounds.
* Adjusted volume discrepancies during heavy rain and storm.

BUGS FIXED:
* Main Menu: In wolf bio, "AE" is blocked by badwords list.
* Ravens often don't appear at carcasses.
* Mate bounces up and down on carcass.
* Ungulate mothers sometime stand idle instead of defending calf under attack.
* Floppy can escape from her quarters.
* Wolf forelegs float in air when standing up from some lying down poses.
* Wolf body is not aligned with ground when sleeping on slope.
* Various glitches when walking on rocks.
* Camera clips into mate and stranger wolves.
* Player-wolf can get stuck on rocks and trees if being force-walked back from map border.
* Elk occasionally freeze up for some seconds.
* Mate very occasionally teleports far, far away from player.
* Wolf clips into ground in front of strip mall in Lost River.
* Health readout for Cow Elk Carcass says Elk Cow Carcass. (Why? We use that naming scheme for all animals so they stay organized alphabetically.)
* No elk herd at end of scent trail.
* Stranger scent posts can appear beyond the map border.
* Sometimes ground scents are very very faint in Fantastic and Glorious graphics levels.
* Player-wolf looks straight down during emotes when standing over carcass or meat chunk.
* Scent readout can get stuck with same age for long stretches of time.
* Overwrite Save popup gets stuck onscreen.
* Damage readouts appear over animal that camera is locked onto, even if player-wolf is biting a different animal.
* Mule deer fawn has wrong body glow color in scent view.
* In certain quality settings, sometimes a dark shape or smear appears near the sun.
* Fight/Flee meter on some competitors can get glitched, with the Flee meter rapidly rising and falling.
* Radio collar clips into wolf sometimes when lying down or walking or stalking.
* Sky is visible through hole in back of wolf's mouth.
* Cougar struggle animation doesn't loop well.
* Occasionally a duplicate wolf appears during courtship (duplicate of a dispersal).
* Wolf head looks down or vibrates when doing emotes while standing on carcass.
* Elk tongue sticks out of snout slightly when running.
* Delay in deleting game file when sleeping.
* Lost River: Floating scentprints over a warehouse.
* Lost River: Mate can get stuck when crossing the bridge.
* Lost River: Missing collider by Hank's Ditch storm drain (allowed player to go underground, then get stuck).
* Lost River: Dispersal wolves can go inside grocery store.
* Lost River: NPC animals can walk on air around the tunnel entrance.
* Lost River: Alley next to grocery store is too narrow to navigate properly.
* Terrain texture and bumpiness issues.
* On MacOS, on some Intel integrated graphics cards, distant trees are pixellated.
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Re: WolfQuest: AE Release Notes

Post by loboLoco » Mon Aug 24, 2020 2:38 pm

1.0.4a Released 24 August 2020

NEW: Game Accounts
* Create an Account: Players can register a WQ:AE account either by upgrading a WQ 2.7 account or creating a new account. (2.7 usernames are reserved, so upgrade if you want to keep the same username, or create a new account if you want a new username, but you cannot register a new account with a username already claimed by someone in WQ 2.7.)
* Friends and in-game messages are working, though we have a number of refinements still do to.
* Packs and Achievements are not set up yet.

IMPROVEMENTS:
* Bison and stranger wolf scents adjusted for better differentiation.
* In Wolf Customization, changed "Stats" section name to "Attributes".
* Adjustments to stamina drain and recharge rates.
* Added notification about duplicating wolf when player changes wolf name in customization panel.
* Camera controls: If you move left, right, or backwards in scent view or headcam, when switching back to third-person view, the camera now retains the view angle from the first-person view rather than switching to behind-the-wolf view. Camera also does not reset now after sleeping or leaving Photo Mode.

BUGS FIXED:
* Floppy is dead. Long live Floppy!
* A few boulders in Amethyst have invisible sphere colliders, making wolf walk above it, on air.
* Some cougar sounds are truncated or sound bad.
* On World Map, territory hexes can show 0% strength while hex is tinted.
* Occasionally, wolf face is missing from badge.
* On some terrain quality levels, inconsistent amount of snow in distant view.
* Terrain texture and topography issues.
* Ravens and eagles often don't fly away when wolf gets close.
* Wolf carcass has two coats, can't decide which to use.
* Controller: Cannot access Attributes buttons.
* Amethyst ponds are green in certain lighting on low quality levels.
* Removed some unnecessary words from badword filter.
* Adjusted wolf howl volume.
* Lost River: Some collider issues around the bridge.
* Lost River: Some animals have spidey skills.
* Lost River: NPC animals walk high in the air above the wall along the BCE compound.
Dave/loboLoco
WolfQuest Game Producer

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loboLoco
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Re: WolfQuest: AE Release Notes

Post by loboLoco » Fri Sep 25, 2020 11:47 am

1.0.5a - released 25 September 2020

NOTE: On some Mac computers, the pack territory overlay does not appear on the World Map. We have been unable to reproduce this so have added additional debug code to this patch. If you have this problem, please submit a bug report (F11 or via ESC - Options menu.)

IMPROVEMENTS:
* When client-player is leaving multiplayer game, we added explanatory text about wolf staying in limbo state for five minutes if the player is returning soon.
* When using a controller, controller icons appear now in mission intro panels instead of keyboard icons.
* When viewing a message from a pack, the Reply button now opens the Packs panel so the player can reply to everyone.

BUGS FIXED:
* Various connection issues when creating or joining a multiplayer game. (Fixes for several of these, along with better notifications. Quite possibly some similar bugs remain, so please submit reports if you experience them.)
* Players occasionally encounter enormous packs with 30 or more stranger wolves. (Possible fix in this beta, but if it happens to you, we need reports from host and other players.)
* In Accounts, Add Friend and Add to Pack input fields do not allow underscores or similar special characters.
* Occasionally players are unable to leave the game while sleeping because the "Are you sure" notification is not shown.
* When changing region in multiplayer lobby, the notification stays on longer than necessary.
* In Accounts: Add Friend, username remains in text field after sending the request.
* In Accounts: Packs: you can send a Pack message without a subject line.
* Some animals are missing snow after dying.
* Some unnecessary words removed from badwords filter.
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Re: WolfQuest: AE Release Notes

Post by loboLoco » Thu Oct 01, 2020 10:29 am

1.0.5b - released 1 October 2020

IMPROVEMENTS:
* When loading a saved multiplayer game, the host can now change their wolf along with the game's difficulty, region, number of players, and access settings. They can also keep or remove the "wolves in limbo" (other players who were in the game when it was saved, and whose wolf is preserved in a limbo state in that game.)
* Players who leave a multiplayer game can now switch their wolf and then rejoin it with the new wolf.
* In a multiplayer game, the host can now kick wolves "in limbo" (who have left the game but their wolf remains for five minutes in case they return) without that counting toward the three-kick limit.
* Players who are in limbo (away from keyboard or have left the game without indicating they are not returning) have brackets around their wolf nametag, and that status is indicated in Pack Info.
* Death in multiplayer is reclassified as "near-death" (since you can revive without aid of veterinarian).
* New revive animation after near-death experience in multiplayer.
* In multiplayer chat, up to 12 all-caps letters are now allowed.

BUGS FIXED:
* Occasionally in multiplayer games, game is corrupted and cannot be saved.
* On some Mac computers, the pack territory overlay does not appear on the World Map. (We think we fixed this. Please report if we have or not!)
* At the end of pack rally, for client (non-host) players, the rally wolfhead icon does not (but should) flash black for 15 seconds before the rally ends.
* In the Quests panel, keyboard/controller icons do not appear correctly.
* When loading a multiplayer game, the Load panel shows Mate status, but there are no mates in multiplayer.
* In multiplayer, occasionally some creek pebbles have snow on them when it hasn't snow recently.
* Fossil forest objects are too bright when covered in snow.
* In Lost River, animals walk slightly above concrete in one section of Hank's Ditch.
* Some trees grow out of boulders.
Dave/loboLoco
WolfQuest Game Producer

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loboLoco
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Re: WolfQuest: AE Release Notes

Post by loboLoco » Sun Oct 11, 2020 11:29 am

1.0.5c - released 11 October 2020

IMPROVEMENTS:
* In multiplayer, you can now mute another player in Pack Info, so their text chat is hidden until you unmute them.
* In multiplayer, lockon arrow now appears over other player-wolves, so you can lock on and autorun to follow them.
* In multiplayer, when loading a saved game, the max number of players from the save is preserved.
* Added controller support for a few UI panels that were missing it (Load, Save, Game Settings, Account, My Wolves/Edit Wolf, Setup New Game, Lobby, Login and Register).
* Added controller support for World Map pan and zoom.
* Onscreen Keyboard now has an input field above that displays the text.
* Scent post active marking area is larger now, to make it easier to reinforce the post rather than accidentally create a new one.
* Multiplayer autosaves now have a -MP tag in name.

BUGS FIXED:
* Distant winter landscapes in Amethyst become oddly patterned if you switch to Basic Sky & Veg mode and then back to Enhanced.
* In multiplayer, animals, including players, sometimes end up deep underground and becoming invisible (probably fixed).
* In multiplayer, players may spawn at edge of map if host is near impassible areas or structures (especially common in Lost River due to all the buildings).
* Overlapping text in the "Time to Sleep" notification in multiplayer.
* Wolf sometimes floats in air when standing on mule deer carcass.
* If you click New Game, then Join Multiplayer, the map pulldown disappears (correctly), but does not reappear if you switch back to Single-player.
* In multiplayer, in rare circumstances, wolf can get stuck half underground, half above ground.
Dave/loboLoco
WolfQuest Game Producer

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