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Development Update #23

Posted 2023-07-09 16:54:48
I loveeee the new socializing feature!!!!! Although I am still figuring out how it works. It makes me feel bad for my few wolves with ... difficult personalities. I think it is a fun new feature nonetheless. I also enjoy the random interactions with pack members! I think the gifts are nice to although I worry it will lower the trade value of amusement toys.

But! I think the stat association with personality is unnecessary, I'm not really a stat breeder but it just seems fairly pointless and most people seem upset by it.
Moth 🦋
#47615

Posted 2023-07-10 08:16:37
I very much agree with @Ageno's suggestion: At least let us toggle personalities off like you allowed us to opt out of traveling wolves.

AdmYrrek
#26984

Posted 2023-07-10 23:55:19
I wanted to take a few days to digest the update before making any comments, so here I am now.

Overall I like it. More flavor text is fun and I appreciate all the work that's gone into adding it. I will say that I was a little thrown off by one of my newborn puppies giving me an Owl Talon - you were born 2 minutes ago, you shouldn't have that. But maybe that's something that can be ironed out going forward.

Honestly I'm not sure why stats are being linked with personality. It seems rather random and I find myself a little sad that one of my immortal wolves that I deliberately left at an even 900 stats now has 907 - its a very trivial detail but I will mention it regardless. I can otherwise ignore this aspect of the game since I don't focus much on stats anymore, but I can see how other folks are bothered by it.

I am more on board with the lead wolf's personality granting a tiny bonus - the bonus is tiny enough that it really doesn't affect the gameplay all that much. I switched my lead's personality to Neutral for the free quest reroll as I find that the most useful personally. So far so good.

Socializing is a thing that exists now, and that's most of what I have to say on that front. I really do wish that there was some way wolves with in-game opposing personalities could have a positive relationship though. I have two immortal wolves that, at least how I've characterized them, have been good friends for many, many years. But one is Optimistic and the other is Quiet, and apparently that means they hate each other. I can't override this with a pair bond (because immortal) nor would I want to because they both had pair bonds when they were normal wolves and I would feel weird about it. I don't want to change their personalities either because those are the personalities they've always had. I guess unless something gets implemented to help with this I'll just not have them interact with each other.

Anyways my main hope is that the things introduced in this update get further built upon and improved, and if they are I think it will stand as a very healthy addition to the game.

Food?
#20022

Posted 2023-07-13 15:32:24
Personality traits... they look much to be desired. Even though I play for stats, I don't seem to be much affected by personality stat changes. Optimizing personality for 1% stat boost if not 0.7% or 0.3%... this has more influence on low stat wolves. I'm not very keen on fixed stat value tweaks but nice uniqueness on the neutral personality.

Personality special boosts are quite unbalanced especially this aloof personality giving 0.2 more SC per pup sent to the Enclave, which is tiny compared to other personalities with SC boosts like 5 SC boost per snake quest completed that conceited personality provides or reliable personality that also boosts SC reward somehow. I wonder if pup survival chance boost on non-winter seasons don't look redundant. Precise and quiet personality giving the same boost. Generally, nice concept but it feels like values need some tweaking.

Socializing is too much rewarding with mood once we know how to use it and it's not complex - just split wolves into two buckets: romantic+friendly and stoic+aggressive - then send 5 wolves from one bucket every 30 minutes for 5% mood boost. Stacking with Strong Bonds talent, amusement items will never be needed to be used on adult wolves if they socialize every rollover. What will amusement items be used for if adolescents and pups start socializing for 5% mood too?

Relationship flavour text looks cool, at least as long as they don't get repetitive due to having a wolf with the same personality but I hope it will be affected by the pack wolf's relationship with the lead. The pack wolves started being pronounced as gender neutral. I find it confusing after years of playing getting used to gender specific pronouns that are spread on wolf page banners and when singular wolves are doing tasks and it makes me think it's directed to both the lead and the pack wolf as plural, especially when it's mixed on one page or in one text box like the herbalist returning with a bundler of herbs in her mouth and wagging their tail with a grin. I wish it was fit to one set of pronouns and not mixed gender specific and gender neutral to one subject.

Also, as Ageno has mentioned, the pieces of art on den tabs look a little jarring seeing the new art style (Pupsitting, Socializing) mixed with old art style (Pack Dynasty, Pack Overview, Breeding, Nesting). While it's nearly impossible to keep the same art style throughout the site, it would be appreciated to keep it consistent on one page. At least my den page has a custom CSS so my visitors shouldn't be bothered.

Generally speaking, I feel kind of indifferent regarding this update. It could've been better but it feels like the development had taken a different direction.

Dżanek
#24018