Today’s design diary is the first art focused one, going into the evolution of the art and style of the delta-v/energy maps displaying the solar systems.
You can track a lot of the design evolution of the game by looking at how the art and interface change over time. I’ll be doing a guided tour of the look of the map of solar systems in The Banished Vault, and you’ll be able to see those changes in theme, interface, information, and generally just visual look.
The origin point of the map are delta-v maps, which provide a clean graph structure for the energy costs in traveling around the solar system. These maps don’t reflect all the details that go into spaceflight, but are still very detailed and provide a great abstract view of how the solar system is organized, and how spaceflight is considered from a resource cost perspective.
This is the first image ever taken of The Banished Vault, about a week into production. The only thing that truly exists here are nodes as locations, and costs in between those nodes measured in delta-v. The costs are slightly randomized, but otherwise don’t do anything — there’s no ships to go in between those locations.
I did know at this point I wanted a isometric perspective, to give the map some visual interest. Without the planets moving, it would be an uphill battle to make sure the map wasn’t dull to look at, so tilting the graph was a start in direction. I personally am also a big fan of isometric and orthographic perspectives.
Now there are ships! The ships can move and carry cargo. The ship’s path is directly reflected on the map as well. It might seem straightforward, but this was a product of a lot of design thinking: should the map be made up of nodes and lines? It could have been a grid of big cells, and the border of each cell show the cost of the movement between them. Either could have worked, but I went with this one as it gave the most freedom to display information on the map, as you’ll soon see.
One thing to note here is the lighting model has tweaked slightly, lighting the planets to look like large spheres in space and less like floating ping-pong balls. The sun also has a gentle gradient to give it some visual interest.
Much of this initial iconography is also very temporary. The ships are quick little images I put together, just for something to click on. Variations of some elements will persist, like the square and circle shapes for the locations.
Moons are a hassle. You’ll see over the next several images the shape and configuration of the moon branches evolve as I figure out how to squeeze information into the map without crowding the neighboring planets.
Thrust has also made it’s appearance, as an additional cost to landing on planets and moons. At the end of the ship’s movement path here we can see an extra bit of interface flair, showing the total delta-v/energy cost of the move, and the length in turns. This interface widget will also evolve as the information display of the map evolves.
The starting point of hazards, which also is a entry point for a lot of different design challenges. Should hazards always live on a location, or between them? How should the hazards be shown to the player, or otherwise indicated on the map? Much of the initial visual design here is just putting something on screen and slowly iterating until it works. Also some slight planet color variation, just for fun.
Our first gas giant is here, noted by the generic Saturn/Jupiter color and the lack of a surface location. Additional buttons have appeared as well, to let the player go into the build view of the planet surface and orbit locations. This is the starting thread of a long period of iteration of what on the map can be interacted with. Even at this point, I didn’t necessarily want a cloud of buttons everywhere, but also didn’t necessarily have any better ideas yet.
A big transition point, with lots of changes. About three months has passed between the last two images, and you can definitely tell. The starting point of the gothic theme has been implemented, with a big mothership, and some initial direction in real materials instead of vector-like shapes. You might notice a camera tilt change as well, with the camera looking more down on the map instead of at a flatter angle. This is to give the locations on the map more breathing room, as the amount of information around them kept growing. You’ll see the delta-v/energy numbers are also laid flat instead of tilted towards the player, and eventually this look is extended to have the entire map be flat. Interactable items become 3D objects, instead of flat interface images and buttons. The initial starfield is here to begin giving the map some visual depth.
This image is actually from the same day as the previous one, and shows the angle of the camera better, plus all the additional information being tied to the space between locations. The location symbols as well have begun to evolve towards the current version. While there is something visually interesting about the moons and planets hanging in space like this, I ultimately felt it would be too confusing from a gameplay point of view. You’ll have to remind yourself that the moon in front of that planet is not actually orbiting that one, but the one just off-screen, and for visual recognition that’s not ideal. Also the game interface is woefully out of date and filled with temp art, as I knew this would be undergoing a big update pass soon.
Now we can start to recognize the ‘map table’ look. At the start, it’s pretty simple: there’s a big plane in the world just below the lines and locations, and it has a gradient coming out from the center. The tricky part here was actually the shadows of the objects casting onto that plane. I would have loved to have a single light source that sat at the sun, casting shadows radially away from it. Due to technical limitations though this looked very bad, so it had to be adjusted. You might see the shadow angles change over the following images, but essentially the lights are tied to the camera and cast shadows as the player moves around the map. I ended up preferring this look, as it adds more motion on screen.
Updates are coming in fast, as the overall setting and visual style of the game is solidified. The map lines are no longer vector style but gold and silver inlays, that react to the light. Planets are are also flattened, and as well have material properties that shine and shimmer as the player passes over them. All of the map text and information is placed ‘on’ the map even though it’s technically interface from the game’s point of view. I start adding gradients and colors everywhere I can to make sure the overall look is vibrant, whether the player is bathed in the warmth of the sun or out in the colder edges of the solar system.
Now we arrive at the game’s announcement. More detail has been stuffed onto the map in the filigree, to produce an effect of luxury and finery. Every object and interface reacts to the light, bright in the center of the screen but growing dim and desaturated at the edges. While the game doesn’t fully commit to the idea that the player is looking down at the table for the entire game, I do want a lot of that effect present for the map. The map itself also has some motion in the starfield gently circling the sun, and surfaces of the planets moving.
For now this is where we pause. Visually the game is still being tweaked and updated, and you’ll notice changes between these images and new ones in the future.
For a more in-depth look at features coming in Update 53, check out the latest devblog.
NEW WEST COAST MAPS
Significant changes have been made to the world map. The west coast of Caoiva has been redesigned with two new regions: King's Cage and Sableport. These changes are being made as a pre-requisite for other map changes coming in Update 54, which will be the next big annual update for Foxhole.
KING'S CAGE
A split river region that once housed a prison for Caoiva’s greatest hero. His shackled march from the Heartlands of Caoiva is the stuff of legends. It was his tenacity in the face of ridicule and imminent death that eventually won over his captors, and that tenacity extends down to the very soil of the region. From the cascading cliffs of The Manacle to ever-blooming Bloodfields, King’s Cage will forever represent a turning point in Caoiva’s history and independence.
SABLEPORT
Once a checkpoint along the Bulwark in the west, Sableport was later taken over as a base of operations by Jon Barrony. During a period of peace following one of Barrony’s several victories, his constituents settled inside the walls of the base, transforming it into a bustling town. Much of the strategic importance of Sableport lies in its dense woods south of the Bulwark, and the port town of Light’s End.
DEDICATED AMMO SLOTS
Vehicles now have dedicated slots for shells and clips, which will allow weapons to have more diverse ammunition capacities. Furthermore, without the need to share ammunition with other slots, certain vehicles can now have additional generic slots for storing extra equipment. These slots also have a new UI that indicates the type of ammo a vehicle uses, which is informative for new players.
CROSS FACTION VOICE CHAT
Local voice chat has always been a foundation feature of Foxhole. As far back as the early Pre-Alpha builds, being able to talk to players spatially around you has been essential for teamwork and occasionally engaging with the enemy. The latter also allowed for a lot of fun sandbox scenarios and role playing opportunities.
Due to technical limitations, cross faction voice chat was disabled over two years ago. Since then, the community has been regularly asking for it's return. After a long search for solutions, cross faction voice chat is finally being reimplemented in the game. Players will finally be able to talk to their enemies across the battlefield once again!
NEW RIFLES
While it's still very much a goal for each faction to have unique content, there has been an ongoing low key effort to fill in some gaps in weaponry for each side.
First, we have the Colonial Catena rt.IV Auto-Rifle, which is an automatic rifle and counterpart to the Warden Sampo Auto-Rifle 77. Then we have the Warden No.2B Hawthorne, which is a secondary slot rifle and counterpart to the Colonial “The Pitch Gun” mc.V.
Rocket Artillery Update
This update will revisit Rocket Artillery once again with the ongoing goal of making them useful while still having a unique role on the battlefield that's distinct from conventional artillery. The maximum range on all Rocket Artillery has been significantly increased, with accuracy being lower at the longer range and flight time extended.
In addition, new early war vehicles have been added to allow both factions to produce and utilize both types of rockets. Previously, only Wardens could use 4C-Fire Rockets and only Colonials could use 3C-High Explosive Rockets.
ASSEMBLY SPEED BONUS
Assembly times are now dynamic to reduce the overall amount of time productive players spend retrieving items from stockpiles while still discouraging uninformed or uncooperative players from taking too much. Players will now receive a speed bonus when assembling items, which will be diminished as more items are retrieved. Over time the bonus will be replenished.
OTHER IMPROVEMENTS
This update contains dozens of other small improvements, quality of life changes, and minor visual enhancements that have been in the development pipeline for awhile but never got a chance to be completed until now. Many of these changes were based on lower profile feedback received from the community or internal issues that never quite seem to be high enough in priority to work on.
RELEASE NOTES
There many other features and bug fixes in this update. Read the full release notes for the details.
Don't forget to follow the Foxhole Youtube Channel and Twitter Feed for the latest news on upcoming updates.
I SAW A BEAR UPDATE VIDEO
For a more comprehensive walkthrough of all the new features in Update 53, check out community veteran I Saw A Bear's video below.
The game saves the state of monsters if you do a manual save. So when you reload the game, the monsters should be in the same place and state (health points, dead/alive etc...) when you load the game. The save function was saving incorrectly if you saved more than once on the same level, and was producing more and more dead monsters each time it loaded. Note, the game would clear any save file once you left a particular level, so it might not have been noticeable to most players.
Movement Bug
The game would have a problem if you loaded it while holding the strafe keys down. It was not game breaking but it would make a strange sound that did not stop until you started moving around.
Attacking While Paused
When you have the Tab Menu (that shows controls) showing, the game will pause. However it was still allowing players to swing their weapon, thus making it too easy to defeat enemies. This loophole has been closed up ... sorry cheaters! :)
Shrinking Walls
Some game objects that are free standing sprites, like rocks and trees, will shrink and pop back when you hit them with a weapon. However this was happening with level geometry like walls and buildings, which should remain fixed. I think I was able to fix all of these, but please let me know if you see it happening anywhere else.
Thank you for playing X8! As always, meeting new players and hearing everyone's ideas since Early Access release has been really helpful in making X8 an even better game. With your help, we’ve been able to fix even more things!
More updates will continue to come down the pipeline to you all. The more feedback and issues you bring to us, the better the game will be as time goes on. Join us on Discord to provide us with your feedback! https://discord.gg/x8vr
We are back with 1.1 update aka New Toys Update! It took us a while to cook this build for you and we’re finally ready to share it! For the past two months we’ve been working tirelessly to address many of your valuable comments and concerns about Uragun. As mentioned in our previous Steam post, we had to choose and prioritize between what we all wanted to see in the game and what could realistically change a players’ interest in the game.
That being said, we have a lot of new cool content and features for new players, but also for Uragun veterans! We had a lot of fun making this update, from new weapon traits that sometimes change drastically how you play and use them, through splashy cool Plugins to new arenas and objectives. And the UI, filled with stats and bars for your convenience and better sense of progression. We hope that you will also like the direction and those changes will put a smile upon your face!
New Content
12 new weapon traits that will make your gameplay more diverse and fun. Here's a glimpse:
Bullet Swarm, one of Minigun’s traits that makes bullets orbiting around you
And here together with Rocket Launcher's homing missiles trait
Ricochet, Railgun’s trait that lets you apply a snooker-like tactics
Multidisc + Disc Turret traits that will just wreak havoc
10 new Plugins that will make your gameplay more strategic and exciting. Just a taste:
Orbital Strike plugin that will smash your enemies when you dash close to them
Turret Drone plugin that will watch your back if you let it charge itself in enemies’ close proximity
2 new arenas in Barcelona with new Survive objective
New Nightmare mode (selectable from a map view) available to all players who completed the game
New story dialogues and voice overs
Additional music track in Barcelona
New Features
New UI with stats that will let you assess weapons, plugins, cartridges and traits and sense progression in a more clear way
You can now adjust your FOV in the menu
You can toggle aim direction cursor for controllers in the menu
3 new Steam Achievements
Improvements
New indicator system that will inform you on installed cartridges and plugins and their activation
New visual effects for all weapon mods, plugins and cartridges that are more informative and juicer
Stability and performance improvements
New enemy centipede look that is cooler and clearer
Disc Boss will now indicate its states in a better way
Improvements to reward pool and map generation mechanics that should make your journey more fair and exciting
Improved onboarding for new players
Whole game rebalanced for better experience with new upgrades
Tons of other UX/QoL/gameplay improvements
Fixes
Fixed bug preventing Sand Guardian to rise from sands
Multiple logic fixes on multiple arenas
Jumper enemy AI fixes
Fixed some cases where cosmetics unlock conditions were not properly tracked
Fixed bugs with window focusing for multi monitor setups
Overdrive will be properly paused in pause menu
Fixed bugs that could lead to a new level being loaded with some previous UI screens opened
The next big update of the game is now in public beta on Steam, for those interested in trying it! We’ve had a dedicated group of private beta testers hammering on it for awhile now, so it’s in good shape but undoubtedly there are still some things that need fixing and tweaking before we release this update.
Saved games from this beta build are NOT backward compatible with the last released patch (1.0.9h), nor is multiplayer backward-compatible, so you can only play MP with others who have the beta. Because of that, if you want to try the beta but might want to switch back to the last released patch (v1.0.9h), I strongly encourage you to follow the instructions in the video and make a backup of your WQ user files.
_____________________________
TO GET THE BETA BUILD
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.
BETA 60
IMPROVEMENTS:
* Made mate only eat chunks or portable carcasses at the den if they have 95-100% food, as opposed to eating up in order to regurgitate. * Gave energetic mates a chill pill so they'll take a load off sometimes, and let lazy mates lounge even longer. * Improved performance when around the Amethyst cliff rocks in deep snow. * Reduced odds a bit more for some carcasses.
BUGS FIXED:
:* Main menu lighting is a bit different than before, making darker wolf eyes too dark to see. * Some big rocks turn pink after a certain sequence of actions in game graphics quality panel. * Pups don't stop when the player picks them up. * Courtable wolf keeps running up against player. * The "mouth full" notification doesn't appear when growling while carrying toy. * When doing roll emote, if player interrupts it at end of animation, the stand-up animation plays twice. * Sometimes emotes play twice. * Various den and terrain and vegetation issues. _______________________________________
BETA 59
IMPROVEMENTS:
* Added pronghorn entry to Game Help
BUGS FIXED:
:* Home hex dot for Lamar pack is barely visible * Minor den issues. * Minor terrain and water issues. _______________________________________
BETA 58
BUGS FIXED:
* Mate won't eat hare carcass if it's before pups can eat small carcasses. * Mate who lays down on new dirt den won't get out of the way of player-wolf who needs to dig it out. * Pronghorn don't notice wolves stalking them. * Some deciduous tree leaves are too shiny in the rain. * Winter aspen trees on Basic Sky & Veg mode wiggle. * Pups sleep above the roots on an Amethsyt toppled tree den. * Mate occasionally forgets to put down pup before going off to hunt. * When player does Bark emote, pups come over and do social emotes (Better implementation coming soon.) * Lost River dogs sometimes freeze for several seconds. * Doe pronghorn carcass re-inflates for a few moments when being consumed. * Terrain issues. _______________________________________
BETA 57
IMPROVEMENTS:
* Randomized attributes for Rescue Creek wolves. * Reduced pronghorn swimming speed.
BUGS FIXED:
* Glitchy movement when running into boulders and rock obstacles. * Several errors with Amethyst territory configs (wrong one for MP Story mode; missing pack on another). * Rival wolves don't try to chase away intruding players. * Elk don't stay down after being pulled down. * Pup pathfinding issues at a few dens. * NPC animals can get stuck on Lost River west bridge. * Flash of darkness at nighttime in main menu. * Showdown music sometimes plays when chase music should play instead. * Mate can't decide whether to eat at carcass or move away from it. * Mate can get stuck at a carcass if still trying to eat once full. * Pronghorn herd ground scent is sometimes wrong color. * Dreams when in den are too dark. * Some newborn pups are vibrating in the den. * Pronghorn don't notice wolves stalking them. * Placeholder text sometimes appears on notifications in Find Mate quest. * Animals in Lake McBride can act oddly in Spring season. * If trial mate does during Find a Mate quest, it will still be shown as original mate and parent of pups in Family Tree. * Amethyst fall grass tweaks so more pinegrass grass is rendered in scent view. * On loading screens, coyote tips are displayed with cougar photos. * There are no pronghorns in Lost River-Classic. _______________________________________
BETA 56
NOTE: In the past few days, we've received some bug reports about the targeting arrow not appearing when it should, or lock-on getting stuck on. We can't repro this, so we've added some debug code to this beta build. If this happens to you: 1) Please submit a bug report immediately, while the problem is still occurring. Give as many details as you can think of. 2) After submitting that, experiment to see if it happens with all animals or just certain ones.
IMPROVEMENTS:
* Amethyst Territory Configs: Split off a new Lamar River config and tweaked the Soda Butte config. Also tweaked the Eastern Dens config so packs occupy space more logically. * Reduced chances of snow in February a bit. * Amethyst: Moved a few elk herd locations so there's more in the western den area. * Amethyst: Made rival packs work harder to maintain their own territory so they can't be as expansive.
BUGS FIXED:
* Rival wolves chase player long after player has left their territory. (Probably fixed) * Can't mark territory in some areas of First Meadow in some seasons. * Courtable wolves persistently walk into player-wolf. * Mate bounces when eating cow elk carcass. * If you join mate in howling, mate restarts howl rather than continuing its howl. * Pup den pathfinding issues. * Pup who lays down on new dirt den won't get out of the way of player-wolf who needs to dig it out. * Fall cow calf glitches if player bites it after it stumbles. * Very young pup abruptly lays down sometimes to howl. * Giant boulder cohabiting with Slough Creek ranger cabin. * No howl audio if another wolf has same howl as your wolf. * Bull elk sometimes sleeps through wolf attack. * Bark audio is on Howl audio slider rather than Animal Sounds. * When low on health, mule deer mother stays and fights after newborn fawn is killed. * Minor terrain and water issues. _______________________________________
BETA 55
IMPROVEMENTS:
* Mate and pups now howl with the player-wolf instead of afterwards. (Finally able to do this with the new AI system.) * Glow effect on the territory hex icon on wolf badge now matches custom colors. * Amethyst: Moved a scent post up from a steep slope onto flat ground. * Updated quest texts in Game Help to remove map-quest references. * Tweaked volume levels for wolf and pup growl audio. * Added back a few old mate behaviors at the den, so they have more to do. * Added privacy statement on Register and Account panels. * Controller glyphs added on new Howl customization panel.
BUGS FIXED:
* In Slough Creek in summer and fall, animals act like the main creek extends farther up the shore than it does (they're thinking it's the spring flood). * Mate won't eat off carcass when elk nearby. * Sometimes mate will stand on top of a meat chunk, preventing player from eating it. * Pups sometimes have trouble pathfinding into dirt den in western Amethyst area. * Unable to repeat growl and other head animation right after the previous one is finished. * During courtship, NPC wolf lets you walk right up to it while it's howling during "Suspicious" courtship stage. * Pups never greet the new mate if the player wasn't away from home for long. * Howling while growling produces a howl with a growl head animation mixed in. * Emote ends immediately if you start a full body animation and then start moving. * Main Menu screen goes mostly black for a second at 11pm. (Probably fixed?) * NPC wolves can glitch up into the new LR Fire Tower when your wolf is up there. * Multiplayer: If autosave is triggered when host is near death, the save file is buggy if loaded. * Various minor terrain and water issues. _______________________________________
BETA 54
IMPROVEMENTS:
* Made NPC wolves in courtship respond more reliably to emotes. * In Territory Hex Color panel, changed the slider bar on Saturation from black to white for better visibility. * In Amethyst, added two more hexes to Eastern Dens config. * In Amethyst, nudged some scent posts in hexes along the border closer in to possibly be accessible to players. (New games only)0 * Tweaks to rate of snow accumulation. * Juiced up Rescue Creek wolf specs.
BUGS FIXED:
* Scent view is too bright when there's light snowfall on the ground at night. * In Amethyst, in Pack Life multiplayer mode, rival packs can claim a hex that should be locked off. * Pup and mate pathfinding issues at several dens. * Various minor den issues. * Various minor terrain and water issues. * Research airplane audio doesn't pause when game is paused.
_______________________________________
BETA 53
BUGS FIXED:
* Sometimes the player-wolf is unable to bite another animal. * Multiplayer: Fails to load if you had just previously played single-player (regression in beta 52). * Multiplayer: If host is slow to load into game and client player joins quickly, the client can become stuck. * If player-wolf dies while doing an emote, they enter a deathless state. * Wolf does not stand up gracefully if interrupting a roll emote. * Lost River Classic: High quality terrain floats above correct ground level a bit, causing visual issues. * Lost River Classic: Willow bushes are white. * Dead wolves don't match their former selves. * Wolf can get stuck on one type of Amethyst tree stump. _______________________________________
BETA 52
IMPROVEMENTS:
* Added pronghorn to requirements for Smorgasbord achievement. * Moved some initial elk herd locations in Amethyst closer to the western dens spawn point.
BUGS FIXED:
* Multiplayer: Multiple issues when trying to reconnect to a game. * Social emotes (including hostile emotes to opponents) have no effect on NPCs if player is moving or starts moving during emote. * Mate won't reliably help with hunt. * Pronghorn newborn fawn carcass glows in scent view. * Miner's lantern misnamed. * Wolf doesn't take damage for a short while after starting to bite a stationary opponent. * Buck mule deer carcass is missing antlers in springtime. * In courtship, growling boosts the heart meter. * Pup can get stuck going back and forth between two piles of regurgitation if both are being eaten by another pup. * Issues with pup pathfinding into several dens. * When loading old Amethyst saved games, dispersals who were part of Junction Butte aren't updated to Rescue Creek. * Wolf doesn't release bite immediately when player releases key input. * For some players, the sliders in Graphics Quality don't work. * On pronghorn and mule deer carcasses, the eating spot for wolves is offset from the actual carcass. * When caught in a rancher's trap in Lost River, the wolf gets stuck running endlessly. * Trial mode timer on Lost River DLC doesn't work. * The "You can't do that..." notification appears when trying to put down a pup when there's another pup nearby. * Various minor terrain issues. _______________________________________
BETA 51
BUGS FIXED:
* NPC animals can spawn in Lake McBride and behave as if they are on land. * Find a New Mate quest starts and ends repeatedly if mate lost during Establish Territory. * During Journey to Rendezvous Site quest, pups follow players even after the player leaves the pack on an excursion. * New mate constantly pushing towards home when roaming. * Grizzly Sow charges player endlessly. * Bench creek in Amethyst is invisible. * The white cube in Lake McBride has returned to whence it came. _______________________________________
BETA 50
NEW:
* Many new dream images (these are not new in beta 50, but forgot to mention them before).
IMPROVEMENTS:
* In Amethyst, rival packs have to work a wee bit harder to maintain their territory in the fall season. * Wolf now spawns near instead of atop rendezvous rock when jump ahead to next year. * Rsearch airplane comes by a bit more often.
BUGS FIXED:
* In Slough Creek, when graphics are set to low quality levels, game crashes when going from Find a Mate to Establish Territory (regression from beta49 fix for pink cliffs). * Wolf spins around repeatedly after biting. * Mate often moves away from player when it should come help with a fight. * Mate and NPC wolves don't adjust their bite durations based on damage being dealt. * Some aspen trees in fall season are green when distant. * Tiny white spheres leading into one dirt den. * White cube floating above terrain. * Rough terrain in one area of Amethyst. * When out on an excursion, mate can get stuck behind a rocky outcrop and not return home. * Pups can get stuck behind the beaver lodge den (possibly fixed). * Tributary creek visible from Amethyst west spawn point flickers when viewed at distance. * Several dens missing in Slough Creek winter season. * Various minor issues with dens and terrain. _______________________________________
BETA 49
NOTE: As some players have noticed, the wolf's head-look action doesn't occur now when sitting and lying down, due to some complications with the new idle animations in those poses. We might be able to add it back at some point in the future, but that's uncertain.
IMPROVEMENTS:
* Changed dirt den in lower east Amethyst area from Wooded to Open. * Reduced frequency of bold mates howling obsessively. * Tweaks to animation speeds on wolf and pup walking gait.
BUGS FIXED:
* Socializing with pups does not boost affinity as it used to. * Choosing to Hang Out with Mate at the end of Find a Mate quest, then saving and reloading the game, hides the button on the Quest panel to proceed to next quest. * Potential mates during courtship are difficult to interact with (possibly fixed). * Regurgitated food chunks are invisible after using scent view. * Some rocks around rock dens are pink. * For some players in certain situations, some Amethyst cliff rocks are pink. (This fix is not included in the Mac beta49.) * Wrong colors assigned when confirming custom hex colors, resulting in changes when next loading a save. * Pronghorn fawn is still invisible when camera zoomed out on Fastest. * Tweaked lighting inside dens. * Corrected intro text on Slough Creek Pack Life MP games. * Moved a scent post in northeast Amethyst map southward a bit to make it accessible to players. * Snowshoe Hare carcass isn't carryable in water. * Family Snapshot is taken when changing pup or mate names even before completing Loaf at Rendezvous Site quest. * Various issues with pup movement when entering and exiting certain dens. * Player is blocked from entering one western dirt den. * Sometimes elk follows player-wolf around. * "You can't do this..." notification appears when putting down a meat chunk. * Pup runs against parent when running away from threat. * Tiny white spheres leading into a tree den. * Various terrain and water tweaks. _______________________________________
BETA 48
IMPROVEMENTS:
* Moved the rear-leg bite points on coyotes up some so wolf doesn't have to go underground to bite it.
BUGS FIXED:
* Various glitches and issues at dens. * In some situations, some dens are pink. * One tree den in Slough Creek in winter is just a hole in the ground. * Pathfinding issues with mate and pups at the tall rock-wall den in Slough Creek. * Two moose meat chunks are misplaced when carried in wolf's mouth. * Bad advice in Amethyst Establish Territory intro tips about where to find dens. * On Fastest graphics quality, pronghorn newborn fawn disappears when camera is zoomed out. * Somebody turned off the Amethyst waterfalls in spring through fall. * Lower Chalcedony creek is AWOL in winter. * Dead cattle snow accumulation is a bit extreme. * Regurgitant doesn't glow in scent view. * On low graphics quality levels, new LRAE fire tower looks odd at mid-distance. * Snow on pronghorns is blotchy. * Fall season grass in Amethyst is floating off the ground. * Some dirt dens have low resolution texture. * Various terrain and river tweaks and fixes. * Some misssing texts after the Premonition of Death alert. * Typos. _____________________________________
BETA 47
IMPROVEMENTS:
* Tweaked some pronghorn animation speeds when running fast. * Reduced some carcass spawning rates.
BUGS FIXED:
* Wolves get stuck or fly high into the sky when entering the springtime flooded Slough Creek. * In Slough Creek, can get stuck on black screen after finishing Establish Territory quest. * Multiplayer: Non-Story mode games in Lower Amethyst territory config load the wrong territory config. * Tall grass patches at rendezvous sites are invisible. * Player-wolf not saved as dead when dying from old age. * Wolves can do Peaceful Death at any age. * Some misssing texts after the Premonition of Death alert. _____________________________________
BETA 46
KNOWN BUG: Tall grass patches at Slough Creek rendezvous sites are invisible (but still work as hiding places for pups).
IMPROVEMENT:
* Enabled Bark emote when moving.
BUGS FIXED:
* Loading certain old saves from Amethyst Find a Mate quest get stuck in that quest and cannot be completed. (This fixes the issue but any save that is already in this state can't be fixed, sorry.) * Slough Creek: Some issues with water rendering. * Slough Creek: Animals walk underwater in Slough Creek rather than swimming in it. * Slough Creek: One tall rock den is too low, blocking the den entrance. * Amethyst: Very large rock floating over Lamar Valley. * Full body emotes don't play when started in sitting or lying position * Inconsistent scent colors for pronghorns. * Multiplayer: Upper Amethyst territory configuration has wrong territory configuration. * Multiplayer: Game get stuck loading when Pack Life or Territory Acquisition modes are selected and Summer season. * Holding R for peaceful death doesn't make wolf lie down. _____________________________________
BETA 45
BIG CHANGE:
We have converted all animal AI to our new, improved AI system. In most cases, this should not change animal AI or behaviors, so please report any new issues that you notice.
NEW:
* All quests are now playable in Amethyst and Slough Creek, with more than 20 dens on the Amethyst map. * Several territory configurations to choose from when starting new game in Amethyst, Slough Creek, and Lost River (DLC). * Added a Territory hex color picker in Game Settings. * In Wolf Customization: Primary and Secondary howls are now combined into one panel, so you can choose any howl for either type. There are also 22 new howls added. (Controller support for howl selection coming tomorrow.) * Pronghorns now roam the grasslands of each map. They are very fast and generally extremely hard to catch, except for summertime fawns: in June, newborn fawns hide in the grass like elk and mule deer, while later in the summer they are ambulatory but easier to catch than adults are. * New coyote model. * Player can do most emotes when sitting and lying down (but not tail emotes). * Pups are now more tentative and clumsier for a short time after first emerging from the den at the start of the Raise Pups quest. * Pups have a few more play behaviors, including chasing each other around the homesite area. * Bigger, better fire tower in Lost River DLC. * New, improved cottonwood trees. * New, improved lupine plants. * Research airplane occasionally flies overhead to observe wolves if any in the group have a radio collar. * Find a Mate quest: Upon accepting your trial mate, you can now choose to hang out with your mate for awhile, or proceed onward into winter season and Establish Territory quest. If you choose to hang out with your mate, once you're ready to proceed into winter, you can do so via a button in Pack Info. * Juniper bushes added throughout Slough Creek. * Better meat chunks from carcasses. * New game title art now used in game loading screen.
IMPROVEMENTS:
* The Family Tree snapshot now auto-saves if you rename your mate or pups, or you get a new mate after your old mate dies. * Loading screens (between main menu and maps) have many new tips and images, and all tips are now matched to appropriate images. * Reduced memory footprint in Amethyst and Slough Creek. * Some performance improvements in Amethyst Mountain. * Starting and joining MP games should now be more reliable even if it takes quite awhile (several minutes) to load in. * Some performance improvements around big cliff rocks in Lost River DLC map, if Big Rock Quality is set to Medium. * In Lost River DLC map, human actions are no longer possible causes for old wolves. * Domestic cattle carcasses in Lost River DLC now show partially-consumed textures when partially-eaten. * Spike elk now lose their antlers in late spring and regrow them over the summer. * Reclassified tree stump den north of Lost River fire tower as Wooded. * Improvements to tree appearances. * Boulders now always have snow on them during winter season. * Improved movement on fawn and calf carcasses when being carried. * Improved springtime overflow waterfall on Lost River DLC hydro dam. * Small fawn and calf carcasses, and collectible objects, now respect gravity when being carried. * Some additional wolf growl and audio. * Additional pup howl audio. * New idle animation variations when wolf is lying down. * Improved wolf walk and stalk animations. * Reduced ambient noise in some animal vocalization audio. * Amount of dust kicked up by running animals is now tailored to each season (based on how wet or dry the season is). * Many minor improvements to Amethyst natural environment. * Improved snow accumulation on tree dens (to better match accumulation on surrounding terrain). * Enabled Fearful Snarl emote when moving. * Bull elk fights now feature more frequent antler clashes. * Lost River DLC: Some big rocky outcrops now have permanent snow throughout the winter. (in progress) * Refinements to Slough Creek small ponds in early spring. * Enlarged the short-grass area around each den in Slough Creek and Lost River DLC. * Increased distance that mate will hear player's woof to go back to den. * New Woof animations (tailored to audio) * Improved waterfall graphics at Fairies' Falls.
BUGS FIXED:
* Foxes don't know to avoid stray dogs. * Short tail looks slinky in main menu wolf carousel. * Strength perk alters wolf's body size. * Mate will eat small carcass or meat chunk instantly. * Old outdated text on "You cannot mark territory in Lost River" notification. * Some dispersal names are too long for Scent Readout. * In Lost River DLC, on Basic Sky & Vegetation mode, creeks don't respect fog when viewed at a distance. * In Lost River DLC, if wolf is caught in a second trap after escaping the first trap, the second trap doesn't disappear after escaping it. * Snow can fall in far corner of Lost Luck Silver Mine in Lost River DLC. * In Lost River DLC, player can't go quite as close to the map border as prey animals can. * In Lost River DLC, can get stuck, unable to move, when going under the bridge (on the ravine slopes just underneath the bridge roadway) to the west of downtown. * Stray dachshund swims underwater. * Many minor issues with terrains and dens. * Alert about not being logged into Microsoft OneDrive doesn't appear when it should. * Multiplayer: Only host can view rendezvous sites before Raise Pups quest is completed. * Removed Fixed Sleep option for MP Story games. * Sometimes ungulates have snow when farther away from the player, but it disappears when they get closer. * Clever wolves can obtain multiple mates. * Lamar River flickers when viewed from far away. * Maple bushes along creeks get thicker when you're farther away from them. * Multiplayer: Pup death notifications sometimes don't appear. * Multiplayer: Stuck notification during Fixed Sleep schedule. * Multiplayer: Scent tracks sometimes have blank label in scent view. * Blank notification if pup dies of burns in hot springs. * Mate frequently stops following player for a moment. * Some reductions in memory usage. * Improved waterfall graphics at Fairies' Falls. * Mate marker on map is rotated 90 degrees. * Empty notification at edge of game map. * Tall grass patches are tilted at a few rendezvous sites. * Inside dirt den, snowflakes can still fall. * Wolf gait is too fast when running in deep snow. * Sky is often very bright when you first switch into scent view.
_________________________
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 turn our attention to other platforms.
We do not announce specific release dates. We will release them when they are ready.
The overall power of fishing in Ezerath has been much too high, in terms of farming for money, it should be in a good place, however the items obtained from fishing are much stronger than the options you can get in any other way, especially later in the game.
Have you ever found yourself wondering how the top 10 players on the leaderboards achieved such incredible times? Well, wonder no more! Experience their epic moves and strategies first-hand as you watch these skilled replays. But that's not all - with ghost replays, you can also save and revisit your own gameplay moments locally,
Bug Fixes 🐜:
Fixed an issue where player names on the leaderboards could be too long and obscuring the score