This post contains spoilers of the beta version of Saga. Read at your own risk of spoilers.
Hello everyone! The Saga has been in public beta for over a week. It has shown us that speedrunning is going to be vastly different in terms of when to stop, due to the game no longer ending at Endless Summer, and instead the game progresses in a linear fashion year by year with no real clear "ending" until you permanently die at age 8 (or any time as an Ironwolf) and choose NOT to play as a different packmate.
We are working on what to do for our speedruns once the Saga leaves beta and becomes an official update. With the Saga, no matter what someone does or how hard they hussle, their speedruns will likely NEVER beat old ones in almost any category simply due to how the world interacts/progresses and the new quests play out.
Some potentials we plan or are considering are:
- Archiving any%, and adding a new one for Saga/the finished game that finishes once Young Hunters is complete for your first litter
- Archiving 100% due to there being no clear end in the game in Saga and 100%ing would be too much of a time sink for both players, uploading the video, and moderator view
- Keep MP any% as is, because at this moment there were no confirmed plans of going beyond Endless Summer in multiplayer for game functionality/stability
- Archiving mate% due to the new way of gaining affinity being different than initially, and adding a new one for the new system
- Adding a new lead% category for speedrunning winning over an existing pack leader and becoming new lead of that established pack
- New lone% for living a year alone, but might just end up being a whoever sleeps the most without starving simulator%
- Adding new any% categories for 2.5 and/or 2.7 for anyone one that wants to speedrun the older versions of the game
- Adding disband% where the goal is to disband the 3 initial packs as fast as possible, and maybe a MP disband% as well
We also want to hear from you all! Saga coming and changing how the base game is played and thus changing how speedrunning can go is a BIG thing, and we want to hear suggestions, concerns and ideas from everyone that has or wants to speedrun WolfQuest. Please drop and discuss category ideas, how to incorporate the upcoming gameplay changes to fit, and anything else you think would help Saga be spedran.
Fixed a few rules mistakenly telling players to stop time at the "You've Grown Your Pups!" popup instead of the "Congratulations!" one.
Rules for all categories have been updated to be more lenient and player friendly.
Added rules for pausing and splitting the run into multiple sessions.
Trial% has been archived and replaced by mate% since they are nearly the same, with mate% having more runs.
Added three new categories, 100%, map%, and cattle%.
03/23/2024:
Updated rules to all categories to give the timer start and stop times their own paragraphs.
Rewrote and respecified some rules to discourage potential cheating.
Changed the name of Multiplayer to MP any%.
Added a multiplayer version of cattle%.
04/29/24
The categories of 100%, and cattle%, and MP cattle% have their rules finished and are ready for runs!
Please leave feedback on any issues you may find with the starting time on the cattle%. I didn't want players to be forced to count the long run to the ranch, and settled on them needing to be at the ghost town and sleep until night for the timer to begin, and recording themselves get there to prove no players scouted the fence prior or left the spawn/host's sight before timer begins.
This post contains spoilers of the beta version of Saga. Read at your own risk of spoilers.
Hello everyone! The Saga has been in public beta for over a week. It has shown us that speedrunning is going to be vastly different in terms of when to stop, due to the game no longer ending at Endless S