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Wolvlocke – V2

Wolvlocke – V2
Posted 2022-11-25 12:52:00 (edited)
BIG WIP

What is Wolvlocke?


A set of rules intended to create a higher level of difficulty while playing Wolvden. It's origins trace back to the Nuzlocke Challenge which were self-imposed rules set in place while playing Pokémon for the purpose of "encouraging the use of Pokémon the player would not normally choose and promoting closer bonds" (Bulbapedia, Nuzlocke Challenge). 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 reworked rules are more geared to a whole pack challenge, and not just one cave, to make the game more realistic/challenging and fun.

If you're interested in playing feel free to use my rules but be aware the rules are still in flux as I run my test game. I keep a changelog of updates near the bottom of this post. Of course you are welcome to make modifications to fit your own desired level of difficulty and style!

The above summaries and explanations are copy & pasted from Chantaey's thread here.

Inspired by Dizzy's, Lynx's, and Chantaey's Wolvlock/Hardmode Challenge; read more here, here, and here!



Wolvlocke: Legacy Edition
Posted 2022-02-24 13:59:45 (edited)
#674528

What is Wolvlocke?

A set of rules intended to create a higher level of difficulty 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

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. 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. My purpose is to add a sense of realism and excitement to everyday gameplay and promote the creation and recording of lore without disrupting any existing history.

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.

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
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.
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.
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
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, 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.
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 most dominant 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.
Only the alphas of the pack may breed and will be considered mates.
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
Pack size is limited to the number of hunting teams the player can send out at once, plus an herbalist, a scout, and as many mentors as the pack cares to feed.
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.
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).
Pups can only be adopted during a summer event. See above.
Pack members that leave due to low hunger cannot return.

Items & Currency
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. Herbs must be gathered when needed (see the Health & Survival section for details) and food can only be eaten the day it was hunted.
For an added challenge, the pack may only eat from the first two hunts of the day per hunting team.
Currency does not exist for the pack. Food and herbs should be found rather than bought.
Grove items do not exist for the pack. Gender & pup delivery times must be game-determined.
Exceptions for use of Elk Hearts during the winter recruitment event (see Populating the Pack above) and to align wolf heats to late winter for realism.
Customization items may be used on the pack as it does not affect their chance of survival.

Health & Survival
Sick wolves cannot be quarantined from the pack.
If a wolf contracts a non-lethal illness it will have two one option for being cured:
Option 1: The wolf can recover on their own 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 frequency of flu within the pack, an "immunity" has developed which allows for different recovery percentages based on a wolf's age. See "Special Circumstances" chart below.
Option 2: If the pack has knowledge of the cure they can begin seeking the necessary herbs as soon as the non-lethal illness is contracted. When all the herbs are collected the cure can be crafted and applied immediately.
If the pack does not have knowledge of the cure or cannot find the necessary herbs, then the region's herbalist can be visited to acquire the knowledge or trade for the necessary herbs. This journey can be undertaken by the pack's alpha or herbalist; travel time takes one day (two total to get there and back) beginning the day after contraction, knowledge acquisition takes one day. Any necessary herbs that must be traded for can be acquired on arrival.
Cure-for-Alls, which give multiple days of immunity, are not allowed.
Lethal illnesses (Distemper, Heatstroke, Infection, Poison, and Pox (for puppies only)) are a death sentence; they cannot be cured by chance or remedies. 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 frequency of infections in the pack, this lethal illness now has a chance to be cured naturally (Option 1) based on a wolf's age. See "Special Circumstances" chart below.
After minor research of distemper, this lethal illness now has a chance to be cured naturally (Option 1) 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.
HP can only be recovered naturally at rollover or from leveling up.
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 to return them to 20 HP (Rich Healing Salves are not allowed) the day after contraction.

folkology ⚢
#53713

Posted 2022-11-25 12:52:17
hehe reserved for future use

folkology ⚢
#53713

Posted 2022-11-25 12:52:33
hehe reserved for future use

folkology ⚢
#53713

Posted 2022-11-25 12:52:41
hehe reserved for future use

folkology ⚢
#53713

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