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For the solo experience, see Single-player.

Multiplayer is an optional gameplay mode which allows players around the world to connect and enjoy the WolfQuest experience online together. They can only play cooperatively. Competition is not featured through normal play.

WQ-AE Multiplayer fullhouse

A pack of eight player-wolves.

In WolfQuest: Anniversary Edition, multiplayer gameplay allows players to create and join servers with other players across the world as an alternative to the solo single-player campaign. To play online, a WolfQuest Game Account is required. This mode of multiplayer is vastly different from its predecessors.

Multiplayer servers can accommodate a maximum capacity of up to eight (8) players (limited to five (5) in the Story mission for balancing) through a variety of activities, endless missions, or through story arcs much like those played through during the main single-player campaign except online with friends, acquaintances, and complete strangers.

Multiplayer pack 2

A pack of five players hanging out together.

In WolfQuest: Classic, multiplayer is only available in the full game. (Complete Game in-app purchase on mobile.) It cannot be accessed in the Free Trial. A WolfQuest Game Account is required to play online.

Through multiplayer, players can establish a server with up to a maximum of eight player-wolves, with whom they may participate in various activities throughout the available selection of game maps. Unlike the single-player campaign, this mode offers a free-play environment in one of two Yellowstone settings and a new fictitious location.

Whenever a new version of significance is released, the previous version's multiplayer may be rendered unsupported so as to prevent mixed versions from communicating with each other. This prevents players from using older builds to bypass any new changes made for optimization, stability, or other similar tweaks in the code. In turn, this encourages players to update to continue being able to play online and enjoy new features and improvements with other players.

Unable to start a session or join sessions hosted by other players? Please visit the Current Multiplayer Problems thread. This is usually updated for server-wide problems that affects all players.

Multiplayer-pack (2

A pack of players in multiplayer.

Introduced for free following the full public release of Legacy versions, with multiplayer, players can establish a pack of no more than five players. Unlike the single player campaign, multiplayer offers a free-play environment in one of three game maps.

As of version 2.5.1, which saw the introduction of time and weather, hosts are free to choose the time of day while setting up their multiplayer session. However, time is static and cannot be changed; sleep-mode is disabled during multiplayer, only being available during single player episodes. The only way to change the time of day would be for the host to start a new session with a different time set.

Whenever a new version of the game is released, the previous version's multiplayer is shut off to prevent mixed versions from interacting with each other and consequently, stops players from using older games to talk freely or bypass the lexicon. In turn, this encourages players to update to the newest version so as to continue being able to play online with other players. Not everyone is able to create their own multiplayer session; this may be the result of an incompatible set-up, router, firewall, or other technical problems that may or may not be resolvable. 


Account[]

Players are required to register, self-activate, and be logged into a WolfQuest account to access multiplayer. The account type and process required differs per game.

In the Anniversary Edition, the multiplayer service requires the player to be logged-in to a registered premium WolfQuest game account. If the player does not have a premium game account, they must create and activate one all from within the game itself. There is no webpage for account creation. Returning players from WolfQuest: Classic may sign-in with their same account credentials to perform a one-way import to the new game's user database. A Legacy community forum account cannot be used.

If the player is running the Steam versions of WolfQuest, their third-party WolfQuest game account will be tethered to their Steam account, which in turn will always automatically log the player into their game account. This link can only be severed by contacting the WolfQuest Team. This is not enforced for Itch.io versions.

In Classic, the multiplayer service requires the player to be logged-in to a registered premium WolfQuest game account. If the player does not have a premium game account, they must create and activate one all from within the game itself. There is no webpage for account creation. A Legacy community forum account cannot be used.

If the player is running the Steam versions of WolfQuest, their third-party WolfQuest game account will be tethered to their Steam account, which in turn will always automatically log the player into their game account. This link can only be severed by contacting the WolfQuest Team. This is not enforced for Itch.io versions.

In Legacy versions, the multiplayer service required the player to register a free WolfQuest Community Forum premium WolfQuest game account. Once activated, the game would accept their community forum login credentials for online gameplay.

While it is still possible to register community forum accounts, they no longer work in-game. Furthermore, forum accounts were only valid for the Legacy game; they cannot be used in the newer premium versions of WolfQuest.


Permissions[]

The Host is a player who is responsible for hosting the server. A Client is a player who is connected to the host's server.

The host of a server possesses a few privileges unavailable to client players.

In the Anniversary Edition, there can only be one host and anywhere between one and seven clients per server. A host can:

  • Press Z key to sleep. Doing so will prompt all players to do the same, forcing everyone to sleep after the countdown expires. All players must sleep to accelerate the passage of time.
  • Invite players from their friends list or from packs into the server.
  • Warn players via the respective button in the Pack Info interface. This is best used for uncooperative players before resorting to a kick.
  • Kick players via the respective button in the Pack Info interface. It is a last resort if the player refuses to cooperate, or continues to ignore warnings. Kicking will temporarily block that player, hiding the server from them in the lobby and preventing them from re-joining.
  • Transfer host privileges to another player in the same server.

Client players are able to submit abuse reports through Pack Info. If the host has decided to transfer privileges, a client may choose to accept or decline the prompt if they are selected for the transfer.

All players can send a friend request or block other players.

In Classic, there can only be one host and anywhere between one and seven clients per server. A host can:

  • Press Z to sleep. Doing so will allow the host to choose a time of day to advance to. Other players will see the fade transition, but will not be required to sleep themselves.
  • They may warn players via Pack Stats if a client player is being uncooperative.
  • They may kick players via Pack Stats if a client player is ignoring the host's warning(s). This will temporarily block that player and prevent them from re-joining the server.

Client players can submit an abuse report through Pack Stats.

All players can send a friend request or block other players.

In Legacy versions, there can only be one host and anywhere between one and four clients per server. The host and client players were treated as equals. No method of in-game reporting existed, thus players were required to compile evidence by screenshotting bad behavior and then sending those via e-mail to the Project Coordinator. A small team dedicated to reporting rulebreaking was established and briefly existed to assist with catching abuse.

There are no in-game moderators. The game is not moderated live; if there are any incidents, players are strongly encouraged to discreetly report and move on. WQ Admin handles reports.


Avatar[]

See also: Player or Customization.

WQ-AE Customize Wolf

In the Anniversary Edition, the player will be prompted to choose a pre-existing wolf from their wolf carousel, or they may create a new wolf. The avatar's wolf name will be visible when it is played online along with the player's username in parentheses. This appears in the format of wolfname (username) and will be shown consistently in a notification window when they join, leave, when a status is applied or removed, in the tab heading of the selected player in Pack Info, or in the chat box when sending messages. It is possible to toggle the display of usernames in chat via chat settings. This does not affect usernames shown elsewhere.

Player-created wolves can utilise one of sixty (~60) coat textures with a variety of options through use of tinting (gray-black and brown-orange) and physical modifiers such as attributes, and cosmetic alterations such as body, ear, and eye modifiers. Pups bred and grown into playable adults can be used in multiplayer.

2

In Classic, when multiplayer is selected, the player will be prompted to choose a pre-existing wolf from the Choose Your Wolf interface, or they may create a new one. The avatar's wolf name will be visible when it is played online. When joining another server, chat will display a player's username and their wolf name in the format wolfname@username. A wolf's rank will appear to all players when joining sessions.

Wolves can utilise one of twenty-five (25) coat textures with a variety of variation through the tinting (gray-black and brown-orange) and stats will carry over. Experience points can be gained in this game mode and earnings will be saved. Unlocks will only appear based on the host-wolf's experience, not client-wolves'.

Be aware that the events that take place in private sessions regardless of whether playing with friends or strangers is done at the player's own risk. The WolfQuest Team are not responsible for what goes on in an invite-only game.

Mp avatar creation (2

In Legacy versions, the player must first customize a wolf for use in multiplayer, or continue with the last configured wolf stored in the computer's memory.

In versions featuring only episode 1, the avatar's wolf name was displayed in-game. With the release of episode 2, the avatar could not be manually named and would instead be the logged-in account's username. The feature was removed in order to make abuse reporting significantly easier.

Players could choose from five (5) coat colours, with a little help from two tinting (gray-black and brown-orange) bars. Strength, speed and stamina remain customizable, too. Sex was unassignable, rendering all multiplayer wolves genderless.


Servers[]


Creating a Server[]

Main article: Multiplayer/Configuration

In the Anniversary Edition, the host is able to configure their server. They can choose the game map, mission, access rights, chat type, room capacity, region, game name, tags, difficulty, territory config., starting season, and sleep mode when creating a multiplayer server.

Once the server goes live, most of these settings will be locked-in and cannot be changed mid-game. Exceptions:

  • Time and seasons will flow in any mission other than Story, where their flow may be interrupted by mission progress. Like single-player, sleeping will accelerate time when all players are asleep.
  • Difficulty can be changed anytime, though it will lock-in the lowest-set value and lock-out higher level achievements during the Story mission.
Changing them requires the host to end their server and go through the configuration process again.

In Classic, creating a server is relatively quick and simple, provided the host's computer, firewall and/or router are able to support the game and its connections. Set-up has two pages of configuration.

On the first page, the host may determine the game type, location, time of day, and chat type. Slough Creek is the only location offered with two seasons; the other two are exclusively fall season. On the second page, the host is able to determine their game name (no spaces) and player capacity. Private games require a password in addition to a game name. Both game names and passwords are cAsE sEnSiTiVe!

Public game are open-to-all without exception. Private games allow voice chat and are intended more for groups of friends.[4]

Once the server goes live, most of these settings cannot be changed mid-game. Exceptions:

  • Time of day can be altered by sleeping. (Host only.)
  • Seasons will only flow through mission progression during Raise Pups; they are locked-in on Pack Life.
  • Difficulty selection is prompted after starting the server; once set, it can only be decreased.
Changing them will require the host to end the game, then repeat the configuration process.

In Legacy versions, creating a multiplayer session was relatively quick and simple, provided the host's computer, firewall and/or router could support WolfQuest sufficiently enough to make this a possibility.[5]

The host could select the time of day, chat type, map, game name and number of players for any given session. A host has no power to kick or ban players from their session. They only control game the configuration aspect for their session, nothing more. If hosts wanted to play games with their friends only, they were strongly encouraged to setup a private game.

Once the server went live, the host could not change any of these settings in-game and would have to end their game and go through the configuration process again.


Joining a Server[]

Most players who cannot or do not wish to create and host a server of their own are regarded as client players.

In the Anniversary Edition, the lobby lists all active sessions which have not yet reached their full player capacity. It displays the game name, game map, chat type, player capacity, and difficulty. Clicking a server repeats some of this information, and will also reveal the host's username, current mission, how many players are in the session, territory config, sleep mode, latency (lower numbers = better connection/responsiveness) and tags.

If a server disappears from the lobby, it has either reached full capacity or the host has ended their server. Private games are denoted by the checkmark icon in a separate column.

In Classic, the public lobby will list active sessions which have not yet reached their full capacity. It will display game pack name, players in the server and its capacity, the host's username, the chosen game world, the game type, and the chat type. If a server disappears from the lobby, it has either reached full capacity or the host has ended their server.

The private lobby differs — no list is shown. Instead, the player must input a valid game name and its password correctly to enter. These may be shared by the host through in-game or third-party chat, messages, or an external website or service such as a message board or forum depending on the community.

The public lobby will display the game or pack name, how many players have joined the session out of the number the host has allowed to join, the host's username, the map the game is based in and chat mode.

The private lobby greatly differs; instead of displaying this information, as was once shown up until the release of episode 2, the player must enter the game name and password given to them by the host or participants of the session. These are case sensitive and will not work if they do not match the configuration defined by the host.[6]

Open Games are intended for everyone with no exceptions[7]. These games will always show up in the open games lobby and can be joined without any consequences. If someone is ordered to leave, they do not have to obey and may stay if they wish. There are no consequences for staying in a game that is public, hence any reports against someone who doesn't comply will go ignored by the WolfQuest Team. Hosts who order players to leave can be reported, as these will be acted upon.

Private Games are intended (and encouraged!) for packs, friends and family to gather and play in, without any interruptions from random players and no consequences, essentially being off-the-radar for all but those invited to join. This is ideal if players do not wish to receive an infraction for creating a new open game, but limiting participants to specific players (which is against the multiplayer rules and reportable), which is a consequental last resort due to a bug in version 2.5.1.


Cross-Platform Compatibility[]

TBA

In Classic, multiplayer servers are cross-platform compatible. A mobile host may be joined by mobile and computer client players, and a computer host may be joined by computer and mobile client players.

For mobile players, some hardware-determined limitations may apply restrictions affecting server capacity. For instance, an iPad Mini 4 is capable of hosting a server for up to six (6) players. This does not apply to computer hosts.

In Legacy versions, the game was only available on computers (desktops and laptops) due to prohibitive licensing costs.


Interactions[]

In the Anniversary Edition, players are able to interact with each other through emotes, howls, and more directly through chat. If the host of the server has disabled text chat or phrased chat, then players are limited to body language.

Both primary and secondary howls can be used.

In Classic, players can interact by way of emotes to perform communication via body language. The avatar can wag its tail (J key), howl (H key), play bow (K key), growl (G key), whine (Y key) or sit and lay down (R key once or twice respectively).[8]

The chat box allows players to communicate via text input with or without voice chat, and phrase chat.

In Legacy versions, players could interact between one another by way of body language, though these actions were limited. In addition, some were multiplayer-exclusive and cannot be performed in single-player outside of social encounters. The avatar can wag its tail (J key), howl (H key) and play bow (K key).[9]

A chat box allowed players to communicate via text input through lexicon chat, or with pre-determined phrases through phrase chat. 


Pack Rally[]

Unique to multiplayer, pack rallies are initiated through howling. The exact implementation differs across major revisions of the game.

in the Anniversary Edition, a Pack Rally is started when at least two player-wolves howl simultaneously. All players in the server must then howl to progress the meter, while silence or a lack of contribution from all players will cause the meter to decrease. Proximity does not matter; rally howls will still count whether players are clustered together or at opposite ends of the game map.

A rally will fizzle out if players fail to cooperate enough and progress falls to the leftmost side of its meter. There are no penalties to a failed rally, and it can be restarted once its interface has disappeared.

To rally successfully, all players must cooperate and howl together with as few breaks as possible until progress reaches the rightmost side of its meter. A temporary stamina boon is granted to all participants which lasts for approximately 5 minutes. It will be lost when a packmate becomes critically wounded, or after those five minutes have elapsed. This boon will appear as an appended howling head at the end of the stamina meter on the wolf badge. In the thirty seconds or so before it expires, this same icon will blink before disappearing.

Strength bonus 2

In Classic, if a player howls, they will initiate a timed Pack Rally attempt. Anyone in the session may participate by howling or using interactions to help fill the rally bar, however players must be in range of the rally initiator to be able to contribute to it. Too far apart and distant players' howls will not count.

If the rally is successful, all players will gain a temporary strength boost for two minutes, which is especially useful during a hunt. Howling consecutive times will not increase the rally any further, but the bonus timer can be refreshed before it expires. Rallies are incremented per player — if one player doesn't join in, it will fizzle and no strength boost will be given to any player.

Growling and whining do not affect the outcome of a rally.

Strength bonus 2

In Legacy versions, Pack Rallies were unique to multiplayer. If any one player howled, they would initiate a rally. The other players in the server were required to howl to help fill the rally bar and, if successful, gain a temporary strength boost.

This was especially useful for hunting. Howling consecutive times would not increase the rally any further. A rally was incremented per player - if one player didn't join in, the rally would fizzle and no strength boost would be given to any player.


Activities[]

Players in a multiplayer server are essentially free to explore and do whatever they please provided what they do is appropriate. Additional activities may vary across major revisions of the game.

Main article: Multiplayer/Activities#Anniversary Edition
In the Anniversary Edition, there are a variety of activities to be undertaken by players. Exploring, hunting, roleplay, playing through set chapters of the campaign's story arc, achievement expeditions, seeking collectibles, human influences, and natural landmarks and more are just a few examples of what is within this game's realm of possibility.

Main article: Multiplayer/Activities#Classic

In Classic, activities in multiplayer include exploration, hunting, roleplay, or raising a litter of pupsSC only according to the game type defined by the host.

Slough Creek retains its selection of human influences which will not unlock achievements during online play, and dens which will only be functional in the Raise Pups game type.

Main article: Multiplayer/Activities#Legacy

In Legacy versions, there were no game modes except for the default (then-unnamed) pack life experience. Activities during multiplayer were limited to hunting and exploration.

The Slough Creek maps did retain dens and human impacts, which many players would seek out and settle at during sessions based in this location. This did not mean mates and mating behaviour was allowed, as anyone reported for doing so with evidence were faced with warnings and/or bans from wq_admin, WQ Coordinator and WQ Project Coordinator.


Gameplay Differences[]

Multiplayer presents some gameplay differences not present at any point in time during a single-player playthrough.


Health and Death Mechanics[]

In the Anniversary Edition, players are able to quick heal when their health has fallen below 40%. Furthermore, death is not permanent as players who have taken fatal damage are able to revive after a short countdown. Due to this, ironwolves and elder wolves are not playable in a multiplayer setting.

In Classic, death incurs three penalties to deter against carelessness during risky activities. The player's wolf will lose 500 experience points every time they die. They must also wait for six seconds before they can revive, indicated by a countdown timer. Reviving will only restore 45% health.

In Legacy versions, death had no penalties. A player's wolf would always respawn with 45% health.


Mates[]

Applicable to all versions, mates are not the focus of multiplayer gameplay. Multiplayer has always been about life as a pack — whether that pack is a family unit or composed of unrelated members is left up to players to decide. There are no dispersal wolf NPCs to be found at all; courtship in the Anniversary Edition and social encounter arenas in Classic are disabled during online play.

In terms of one player being the mate of another player, there are green zones.[10]

  • Players can roleplay as partners, provided it is appropriate.
  • Players cannot chat/interact in ways that suggest physical interactions of dating/mating.

As of November 23rd 2016, Eduweb have further clarified their stance on the subject of mates in multiplayer, stating that it is acceptable to roleplay as partners as long as they do not behave in a way that suggests physical interactions. This applies regardless of the species a roleplay is focusing on. Using different terms with the same meaning implied is also disallowed and falls against the rules. WolfQuest is not a dating service!


Statuses[]

Statuses exist for a few known situations in the game.


Limbo[]

Limbo is a temporary state added in the Anniversary Edition as of Early Access 1.0.5. The game sets this state automatically when a player decides to disconnect from the server via the "Exit To Main Menu" button in the Options interface, provided they select the "Leave, Keep Wolf In Limbo" button.

In Classic, the limbo state does not exist.

In Legacy versions, the limbo state did not exist.


Away From Keyboard[]

Away From Keyboard, more commonly abbreviated to and known as AFK, is a status added in the Anniversary Edition as of Early Access 1.0.8b. The game sets this status automatically when a player is idle. Provided no new inputs are detected, a player is marked as being AFK after 2.5 minutes of inactivity. The game may set this status in almost any situation including while auto-walking provided no new inputs are received. This pushes a brief notification to alert all players in the server except for the player who has gone idle.

In Classic, the AFK state does not exist.

In Legacy, the AFK state did not exist.


Rules & Guidelines[]

WQ-AE Mp rules

Multiplayer Game Rules as they appear in-game the first time the player selects Multiplayer.

In the Anniversary Edition, by hosting or joining games, players automatically agree to the following rules:

What is not allowed:

  • Swearing, vulgarity, and excessive violence
  • Sexually-oriented, mating, or dating games/roleplay
  • Harassing, bullying, or threatening other players
  • Discussing illegal or inappropriate topics
  • Excessive kicking or saving spaces for friends in public games
  • Giving or asking for personal information
  • Hacking or modifying game files

When playing WolfQuest Multiplayer, players should always strive to be kind, respectful, and appropriate.

Mp rules (2

A complete screenshot of the multiplayer rules as they appear in-game.

In Classic, all players are expected to play by the rules set for multiplayer games. Failure to comply is not without consequences. By hosting or joining games, players automatically agree to the following rules:

MP guidelines: http://www.wolfquest.org/bb/viewtopic.php?f=93&t=77633

As of 2.7.2, it is possible to report games from the Pack Stats interface and also from the multiplayer lobby. Reports made while in a server will also include a transcript of the chat log for WQ Admin's reference. All reports are reviewed by WolfQuest Team Members.

Mp rules (2

A complete screenshot of the multiplayer rules as they appeared in-game.

In Legacy versions, all players were expected to 'play by the rules' set for multiplayer games. By hosting or joining games, players automatically agreed to the rules.

MP guidelines: http://www.wolfquest.org/bb/viewtopic.php?f=36&t=44211

Failure to comply always lead to a warning or a ban if reported, depending on any existing warnings on the member's account. All members had a minimum of two warnings before being banned, or three in rare instances.

Members can be warned for inappropriate behavior, bypassing the chat lexicon filter for blacklisted words, mate/mating-related behavior (covered above) and anything else covered in the guidelines.


Reporting[]

In the Anniversary Edition, players are able to report other players while in-game via Pack Info if their behavior goes against the multiplayer rules outlined in the previous section. In the lobby, players are able to submit reports against servers directly from the lobby by selecting them and pressing the "Report" button if they are in violation of the rules, with a common example being an inappropriate name. Like with Classic, reports are submitted directly to WQ Admin for review. In-game reports against a rule-breaking player will include a transcript of recent chat messages; server reports from the lobby do not generate nor include any chat transcripts, and may only include basic server information such as the host and game name.

Examples shown on the WolfQuest Wiki Fandom who have not consented to have their name shown must have their names blurred.

The game is not moderated live, problem players are not automatically flagged by any kind of automated system, and there is no in-game moderator equivalent. It is the duty of the players to report. Submitting reports against rule-breakers is strongly encouraged!

In Classic, players are able to report other players in-game via Pack Stats as well as servers (for inappropriate names, etc) directly from the lobby. Reports are submitted to WQ Admin for review with a transcript of recent chat messages if the report was against a player; server reports from the lobby do not include a transcript.

Examples shown on the WolfQuest Wiki Fandom must have their names blurred.

The game is not moderated live, problem players are not automatically flagged by any kind of automated system, and there is no in-game moderator equivalent. It is the duty of the players to report. Submitting reports against rule-breakers is strongly encouraged!

In Legacy, reporting was strongly recommended by the WolfQuest Team. The game was not moderated live, problem players were not automatically flagged by any system, and there was no in-game moderator equivalent. Players themselves were strongly encouraged to report.

Although it was once the task of moderators to patrol and check-in with multiplayer to report when they had the time to spare, it was not their main line of duty; as a result of it distracting from forum tasks, a team of volunteer players was founded in 2011 by WQ Coordinator. Called the WolfQuest Report Team, it was their duty to dedicate time to patrolling the public lobby and reporting anything that went against the game rules almost daily. In 2015, this team was retired following the release of 2.7 and the closure and removal of lexicon chat support in 2.5 among other factors.

Players were strongly encouraged to report any abuse -- whether they're a victim or a bystander -- by following the instructions provided on the abuse page.


Disciplinary Action[]

In the Anniversary Edition, hosts are responsible for their server. They are able to deal with troublesome players to an extent, but should still consider reporting problem players if what they are doing goes against the multiplayer rules.

The game host can kick players out of a game if they are breaking rules or being extremely uncooperative or obnoxious. Once kicked, if the host opted to block, that player cannot return to the game. Hosts are able to give warnings prior to kicking. If the host kicks three players in their server, no new players are able to join that server and the host can no longer kick once this limit has been reached.

Note that excessive kicking or saving spaces for friends in public games is against the rules. WolfQuest tracks kicks automatically, and hosts who kick excessively will likely hear from WQ Admin and may have sanctions placed against their account as a penalty for abusing the system.

If kicking (and blocking) does not resolve matters, consider restarting the server with access set to friends and/or pack, and add well-behaved players to your friend list or to a pack as a last resort to lock-out bad players and avoid the repercussions of excessive kicking.

In Classic, hosts are responsible for their server. They are able to deal with troublesome players without having to close and restart their session. It is not possible for a host to grant participants with either of these powers. Problem players should still be reported prior to kicking if what they are doing goes against the multiplayer rules.

A warning will alert the defined player that the host does not approve of their behavior or actions, and may act as a deterrent for future problems. Each host has their own tolerance; there is no set number of warnings before a kick will be issued.

A kick will remove the defined player from the session, freeing a slot for another player to join. Be warned that this will block a kicked participant from re-joining and only lasts until the session ends. Players who abuse the function may be contacted by eduweb.[11]

In Legacy versions, hosts could not kick or warn problem players. The only solution was to restart the server to remove that player and hope that they did not rejoin, or they would have to start a private server and trust that the other players would not betray the game name and password to the offending player to more effectively block their return.

Hosts could reach out to other players via the community forums' private messaging feature to share private game info, or through third-party messaging services and forums available at the time.


Infractions[]

In Classic, failure to abide by the game guidelines will prompt the WolfQuest Team to take action against rulebreakers and problem players. At the team's disposal are warnings, limitations and bans. At present, these can only be managed and administered at the jurisdiction of WQ Admin.

Restrictions refers to the loss of privileges applied by the WolfQuest Team due to abuse.
Text chat (and by extension, voice chat) can be disabled for an account.
Accounts can be suspended or deactivated by the team. The account holder is prevented from being able to log in to the affected account.
Warnings and the weight they carry are all taken on a case-by-case basis, each depending on the severity of the infractions a player has committed. If the offense was minor, one warning will be issued; if it was major, a temporary or permanent ban may also be issued along with limitations being enforced. They act as a deterrent to discourage future misbehavior. An account may receive up to three warnings before it is permanently banned.
Bans are typically permanent and cannot be appealed. The team will only resort to banning if the committed offence broke enough rules (or that enough warnings have been previously instated with no signs of improvement) to warrant this course of action.

Both are account-specific; it is possible to purchase a new key and register a new account after being banned. Steam users may need to get in contact with the team for assistance due to Steam IDs being tethered to WolfQuest accounts.


Chat[]

WQ-AE multiplayer chat

The Anniversary Edition features two different chat types, each granting players a different method of communication with one another in a server.

  • Text chat (with mandatory filters)
  • No chat
If chat is enabled, players can use chat by pressing either Return key or C key to open the messaging panel, then press Return key to send their message. Pressing Esc key will close the chat box.

2

Classic features three different chat types, each granting players a different method of communication with one another in a session.

  • Text chat (with mandatory filters)
  • Phrase chat (predefined phrases)
  • Voice chat (with text chat; private games only)
Players can use chat by pressing C to open the message box, then press ⏎ Return to send their message. If the message box is empty when ⏎ Return is pressed, it will close the message box without sending anything.

Chat-animated (2

Legacy versions featured three different chat types, each granting players a different method of communication with one another in a session.

  • Lexicon chat (filtered text chat)
  • Phrase chat (predefined phrases)
  • Disabled (no chat box)
Players could use chat by pressing the C key to open the message box, then press Return to send their message. If the message box was empty when ⏎ Return was pressed, it would close the message box without sending anything.


Gallery[]

Anniversary Edition Gallery

Contributions for Multiplayer in the Anniversary Edition are welcome in this gallery!

Classic Gallery

Contributions for Multiplayer in Classic are welcome in this gallery!

Legacy Gallery

Contributions for Multiplayer in Legacy versions are welcome in this gallery!


Trivia[]

  • WolfQuest was originally intended as a multiplayer game. This changed as a result of the team spending more time and interest in developing the single player plot, which may have meant there was little time or funding (if not both) to add content to multiplayer for co-op activities, besides hunting and exploring.[12]
  • It has been said before by senior members of the community, such as SolitaryHowl, that multiplayer may never have existed at all had it not have been for the demand by players to add in the feature. This is supported by the few early topics found in the archive forums.

Anniversary Edition Trivia

  • Starting a game in Lost River (Classic) always starts the host player near an elk herd.

Classic Trivia

Legacy Trivia


References & External Links[]

  1. Talk:Multiplayer#Android End Of Life
  2. Forum upgrade, posted by loboLoco on December 9th 2018.
  3. Current Multiplayer Problems, posted by Neamara on December 11th 2018
  4. eduweb's statement via Game News. See also: wolfquest.org • What should I do if someone won't leave my game?, wolfquest.org • What should I do if people ask/command me to leave a game?.
  5. wolfquest.org • Why can't I connect to all games (getting server errors)?
  6. As of version 2.5, private games do not work correctly for everyone, even with the correct game name and password; the team aim to resolve this in the next update.
  7. wolfquest.org • What should I do if someone won't leave my game?
  8. WolfQuest manual and in-game tutorials.
  9. WolfQuest manual and in-game tutorials.
  10. WolfQuest FAQ - wolfquest.org • How do I get a mate in multiplayer? - 2015 revision, 2010 revision
  11. wolfquest.org • To kick or not to kick?
  12. loboLoco, 10-Jan-2015


Multiplayer
Activities AntlersCollectiblesLivestock ranchPack RallySkulls
Configuration Chat TypesClassic and Legacy Game TypesAnniversary Edition MissionsTerritory Config.
Statuses Away From KeyboardLimbo
Vitals & Senses Health (Quick Heal) • HungerStaminaWakefulnessScents (posts, spores, view)
Technical
Configuration Graphics QualityLauncherShaders
Features AccountsAchievementsAge perksCustomizationElder wolfExperience pointsFriendsHuman ImpactsMultiplayerPackRestSleep
Game Files Add-onsAudioModelsMusicTextures
Game Mechanics AffinityAIAuto-saveCompanionshipDeathDifficultyFondnessScent viewSpawnersWeather
Interactive AnimationsCarcassCourtship (Anniversary)Den sitesEmotesNPCsHuntingMapPack RallyRendezvous sitesSocial arena (Classic/Legacy)TimeZones
Interfaces User InterfacesHeads-up DisplayPack Stats (Legacy/Classic)Pack Info (Anniversary)Tutorial
Miscellaneous Bugs and GlitchesCheatsDevelopment buildsDeveloper shortcutsSkyboxTroubleshooting
Operating Systems LinuxMacintoshWindowsIOSAndroidKindleStorefronts
Versions Legacy (1.1.0-2.5.1)Classic (2.7.X)10th Anniversary
Update historyHidden updates
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