v3.0.1j - PUBLIC BETA
NOTE: Game saves ARE backward compatible with the last released patch, so if you switch back to that version, you can continue playing a save from this beta.
But multiplayer games are NOT backward-compatible with the last released patch. All players must be on this beta to play together.
NOTE: We've gotten some suggestions to make ungulates weaker during bad years under Variable Prey & Food Abundance. We thought about that initially but decided not to implement that, because (a) it gets messy and complicated with interactions with other elements, and (b) it's counterproductive to the main goal of this feature, which is to periodically increase difficulty, and (c) it locks in the possible causes of bad years, and we want to leave that more open to player interpretation.
BETA 9
IMPROVEMENTS:
Reduced wolverine's travel when they detect a carcass to normal speeds (was extremely fast).
BUGS FIXED:
If Variable Prey & Food is enabled, if you travel to another map, the Food Abundance value may change (intentional), but if you move back to the previous map, the Abundance value is not saved from what it was before (bug).
In Main Menu, the Bug Reporter popup window has right-aligned text.
BETA 8a
IMPROVEMENTS
Prevent packmates from eating if they're not very hungry (over 70%) and there are much hungrier packmates (under 30%) (excluding the player-wolf).
Added Variable Prey option to Setup New Game panel.
BETA 7
BUG FIXED:
At a very particular degree of "badness" in Variable Prey & Food Abundance, ungulate flocks spawn repeatedly and excessively, which can have major performance impacts. (If this happened to you, load the save and sleep several times to clear those out.)
BETA 6
NEW:
Variable Prey and Food Abundance.
When enabled in Game Settings: Gameplay tab, prey populations will fluctuate from year to year. (Enable it in Main Menu for new games. Load a saved game and enable it, and it will then be enabled in all saves that you load until you disable it.)
The "badness" of the year is determined on your wolf's birthday and the current situation (Food Abundance is plentiful, good, fair, or bad) is indicated in readout on World Map.
In bad years, some elk and bison herds don't spawn, and herds that do spawn are smaller. Other ungulates are less common. All prey and carcasses have less meat on their bones.
If you load an existing save, you can enable badness and it will take effect without waiting for your birthday, but some effects will take time to manifest themselves, due to already-spawned herds and carcasses).
IMPROVEMENTS:
Reduced Affinity drain when pack has a homesite.
Changed Affinity Threshold in Accurate/Unforgiving to be same as in Challenging.
Tweaked wolverine spawning logic in HM to address issue with too frequent/too infrequent spawning.
Shortened wolf struggle animations when competitors do quick bites (mainly for coyote bites).
Improved water splash effect when in wolf is in water.
In Raise Pups quest, pup raids can begin the day after the pups emerge from the den, rather than two days after. (Not sure how/when that changed....)
BUGS FIXED:
In August and September, meat chunks have more meat on them due to prey being healthier, and this boost was applied to regurgitants as well, but incorrectly.
Bad math on checking if an animal has been damaged since a certain time ago, causing various bugs including: Fight initial wariness period not ending when you bite someone; and Cap for Flee meter from emotes not resetting when the target is bitten. (This bug has been in there since October 2024, before Saga release. Fixing it means that it may be harder to chase off competitors. Please submit a feedback report if you think it needs counterbalancing.)
Pronghorn Fall fawn carcass decomposition inconsistencies.
Tower Fall: Lynx perched on objects disappears at medium distance.