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Wolvlocke: Legacy Edition

Wolvlocke: Legacy Edition
Posted 2022-02-24 13:59:45 (edited)

What is Wolvlocke?

A set of rules intended to create a higher level of difficulty and an increased connection to your wolves while playing Wolvden. It's origins trace back to the Nuzlocke Challenge which was a set of self-imposed rules used while playing Pokémon. These original rules were adopted and modified by individuals for a customized play experience in a variety of games including Flight Rising, Lioden, and now Wolvden!


Challenge Summary

My purpose is to add a sense of realism, excitement, and the unknown to everyday game play. I want players to feel attached to their wolves, to root for their success, and to worry over their survival while also having a limited ability to interfere on their behalf. I also hope to promote the creation and recording of lore and to leave room for individual wolves to have their own personalities and ambitions.

The primary challenges of Legacy Edition include:
  • Any and all pack members can die (including alphas!)
  • No herbalist/Random illness recovery/No quarantine
  • Feeding from a limited number of hunts per day
  • No stockpiling of food
  • A single breeding pair
  • No pupsitters
The first version of my challenge rules were designed to apply only to a single cave and function without the use of a lead, or any other role besides hunters. The concept evolved and expanded (and may continue to do so) until I decided I wanted to commit the time an energy to my main pack. Thus, Legacy Edition was born. Many, but not all, of the rules started out the same, or similar, but this edition has evolved in it's own way. Because it continues the existing lore of my pack it does not require a purging of items or SC.

If you're interested in playing feel free to use my rules as loosely or strictly as you want! You are welcome to make modifications to fit your own desired level of difficulty and style. I keep a changelog of updates at the bottom of this post but I recommend keeping a copy of the rules for yourself if you plan to use them as they currently stand.

Inspired by Dizzy's Wolvlocke Challenge; read more here.
Developed from Wolvlocke: Cave Edition; read more here.
Feel free to comment on this thread!



The Rules


The Rehabilitation Center
  1. The game-designated lead wolf (GD-Lead) will exist as a part of a "Rehabilitation Center" which provides a backup plan to restart the lore pack if an illness or other event wipes out the entire pack.
  2. The GD-Lead must be related to the pack's original bloodline.
    • When the GD-Lead passes on, they can be replaced either by a member of the current pack or by their own direct offspring.
  3. The GD-Lead will not be a part of the lore pack once assigned this role. (Because they can only die of old age.)

The Role of the Alphas
  1. A maximum of two wolves may be designated as alphas. One of the alphas must be related to the original bloodline. These two must be pair bonded. (This ability unlocks for players after 30 rollovers on the site, and for wolves after 7 rollovers in your pack).
    • If one alpha dies, another wolf (preferably unrelated) may be pair bonded to become the second alpha after the 30-day cooldown.
  2. If both alphas die a new alpha will be chosen.
    • The new alpha may take a pack member (preferably unrelated) as it's mate or wait for another wolf to join the pack; see the Populating the Pack section.
    • If there are no adult wolves to take over as alpha, then any remaining pups will either die, be distributed to outside packs, or be raised at the Rehabilitation Center until adulthood. If no existing pups are raised at the Rehabilitation Center, then a new litter will be born to the GD-Lead and cared for until adulthood when the chosen pup will be released back to the wild as alpha and will search for a mate. Lore and any recorded pack knowledge should represent this gap.
  3. Only the alphas of the pack may breed and will be considered mates.
    • Note: Other pack members may breed as a result of personality or other lore events, but this is generally frowned upon and should be an exception, not the rule.
  4. If the stats of a wolf unrelated to either alpha (adopted pups count as related, but not as part of the bloodline) grows beyond that of the alpha with the highest stats, that wolf must leave the pack.
    • Exception: If the alpha has no mate he or she may choose to tolerate wolves with higher stats as potential mates.

Populating the Pack
  1. Pack size is limited only to the number of mouths the pack is willing and able to feed.
    • If you are choosing not to limit the number of hunts the pack may feed from each day, and/or are in an easier biome, you may want to retain population limits for realism/manageability.
  2. Unrelated wolves may join the pack when a chased NBW is found in explore. The chased NBW does not need to be recruited in order to add a wolf to the pack, only found.
    • Seasonal Events (Optional)
      • Winter: If a chased NBW is found in Mid- to End of Winter a coin may be flipped to determine if a pregnant female can be introduced to the pack. An Elk Heart may be purchased and used for this occasion.
      • Summer: If a chased NBW is found in summer a coin may be flipped to determine if a lost pup is found. This option requires pairbonded alphas.
  3. Pups cannot have pup sitters. (With the exception of the pup chosen to take over as the next GD-Lead.)
    • Pups can be trained and adolescents can apprentice only with pack members or existing characters outside the pack (lore should account for this).
  4. Pups can only be adopted during a summer event. See above.
  5. Pack members that leave due to low hunger cannot return.

Items & Currency
  1. Legacy Edition does not currently make use of amusement items. Mood may be maintained freely.
  2. As a player you may keep everything you have accrued thus far as well as "extras" the pack acquires (for selling, trading, non-lore wolves, etc.) however, the pack cannot stockpile items. Food can only be eaten the day it was hunted.
  3. The pack may only eat from the first two hunts of the day per hunting team.
  4. Currency does not exist for the pack. Food should be hunted rather than bought.
  5. Grove items do not exist for the pack. Gender & pup delivery times must be game-determined.
    • Exception: Use of Elk Hearts during the winter recruitment event (see Populating the Pack above). I occasionally cheat this one if I miss a breeding opportunity due to irl distractions.
  6. Customization items may be used on the pack as it does not affect their chance of survival.

Health & Survival
  1. Legacy Edition no longer makes use of the herbalist role.
  2. Sick wolves cannot be quarantined from the pack.
  3. If a wolf contracts a non-lethal illness:
    1. The wolf has a chance to recover starting the day after contraction. Success likelihood changes based on season (see chart below). Success should be determined using a random number generator, dice, guessing game ("I'm thinking of a number between 1 and 4…"), etc. If unsuccessful they will have another attempt the following day until cured or HP reaches 0. If successful, a cure can be procured by your non-lore herbalist or another player and applied immediately.
      • Due to the extreme contagiousness of flu, recovery percentages are now based on a wolf's age with a small chance for immunity during a wolf's "prime". See "Special Circumstances" chart below.
    2. Cure-for-Alls, which give multiple days of immunity, are not allowed.
  4. Lethal illnesses (Distemper, Heatstroke, Infection, Poison, and Pox (for puppies only)) are a death sentence; they cannot be cured by chance. Wolves with heatstroke and poison must be removed from the pack by the end of the day. Other lethal illnesses can be played through to their natural end or wolves may be put out of their misery.
    • Due to the contagiousness of distemper, this lethal illness now has a chance to be cured naturally based on a wolf's age (meant to simulate the strength of their immune systems). Wolves that successfully survive will become immune. See "Special Circumstances" chart below.
  5. HP can only be recovered naturally at rollover or from leveling up.
  6. If a wolf's HP reaches 0 it dies.
    • Exception: The Open Wound status, which places a wolf's HP at 0 upon contraction, will not outright kill them. One healing salve may be used upon contraction to return them to 20 HP (Rich Healing Salves are not allowed).

In Development/Experimental Phases (Keep an eye out for future updates!):
  1. Ability to eat from rotting carcasses (leftovers) that were not finished by the pack to incorporate the health hazards from eating rotting food.
  2. Introducing official use of amusement and reading Mood as Weight/Fitness
  3. Restricting movement between biomes and/or introducing consequences for moving.
  4. Restricting number of breeding attempts per day during heats. Wolf fertility affects pack survival.


Changelog:
03-09-22: Pregnant females now found specifically from Mid- (Day 3) to End (Day 6) of Winter.
03-23-22: Trading herbs with the herbalist no longer requires an extra day.
04-05-22: Modified time limits for lethal illnesses.
04-25-22: Chances for self-recovery now vary based on season.
06-30-22: Added section to explain the new role for the game-designated lead wolf and the Rehabilitation Center.

  • Alphas are no longer chosen based on stats. Allows for personality and lore to be taken into consideration.
  • Rules now account for what happens to pups if all adults in the pack die.
  • Pack size is now limited by the number of hunting teams a player can send out at one time plus additional roles.
  • Removed gender and stat requirements/limitations when adding an unrelated wolf to the pack after a Chased NBW encounter.
  • Stated that sick wolves cannot be quarantined (this should have been the case all along!) and compromised with an ability to 'temporarily' chase sick wolves from the pack.
  • Non-lethal illnesses which have a chance to be cured at rollover can now be cured like all other non-lethal illnesses.

09-18-22: Infection can now be recovered from. Influenza has new recovery rates. Added "Special Circumstances" chart.

  • Made allowance for using an Elk Heart to trigger heats only in late winter for realism.
  • Pack can no longer stockpile food and may only eat from prey hunted/scavenged that day.

10-12-22: Heatstroke now kills on the day of contraction rather than by the end of the season.

  • Distemper now has a chance of being cured naturally. Wolves that survive distemper will become immune.

11-20-22: Strikethroughs for all rules mentioning herb gathering or the herbalist--this function has been removed for my pack.

  • Updated recovery rates for distemper to be slightly more challenging.
  • Removed option to "scavenge" with meat found in explore when only eating from first two hunts of the day (this was too easy!).
  • Poisoned wolves must now be removed from the pack by the end of the day.

03-07-23: Removed option to temporarily "chase" wolves to prevent spread of illness (this made dealing with illnesses too easy!).
04-26-23: Pack size is now unlimited. 10-10-23: Added personality characteristics table for Aggressive & Stoic personalities. 01/15/24: Minor rephrasing in various locations for clarity.

  • Clearly stated that mood/amusement is not currently a part of LE.
  • Removed ability to use Elk Heart to trigger winter heat for lore wolves (I realized this goes against the original spirit of the rules). Using an Elk Heart for winter NBW events is still okay.
  • Fully removed all mention of herbs and herbalist (except to state LE does not use one).
  • Infection re-added as a lethal illness (I promise to try to stop going back-and-forth on this one!)
  • Healing Salves are now used immediately after contraction of an Open Wound rather than the day after. (Using one the day after was meant to enforce the injury and prevent that wolf from hunting for the remainder of the day, but because they can go back to hunting the day after anyway it makes more sense to me to do it this way.)
  • Added an "In Development" section to the rules so you have an idea of what I'm working on!


Follow my Wolvlocke: Legacy Edition game!
Greyfeather Pack Lore

Please message me if you were inspired by these rules and would like your game linked here!


Chantaey
#46657

Posted 2022-11-09 21:45:14 (edited)
Non-Lethal Illness
Recovery Rates
Spring Summer Autumn Winter
1 in 2
(50%)
1 in 3
(33%)
1 in 3
(33%)
1 in 4
(25%)


"Special Circumstances" Recovery
Age by Year

Est. People Years

0 Yrs

(0-11)

1 Yrs

(12-21)

2 Yrs

(22-30)

3 Yrs

(31-37)

4 Yrs

(38-44)

5 Yrs

(45-48)

6 Yrs

(49-55)

7 Yrs

(56-63)

Influenza 1 in 3 1 in 2 1 in 1* 1 in 1* 1 in 2 1 in 3 1 in 4 1 in 5**
Distemper 1 in 6 1 in 5 1 in 4 1 in 6 1 in 8 1 in 10 1 in 12 1 in 14

*Wolves in this age range that get sick due to a game event will recover the day after contraction and they cannot be infected by other pack members (they may be cured immediately on the day of spread).
**Infected elder wolves (7 years and older) have a 50% chance of death every day.






Chantaey
#46657

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