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Artificial Intelligence, also known as AI and sometimes called CPU, refers to the game's responsibility for controlling all of the scripts and behaviors of non-player character entities that appear throughout the course of the game, such as prey and predators and will include allies.


In WolfQuest: Anniversary Edition, AI scripts are further refined and now cover a greater range of naturalistic behaviors. Most animals are now capable of migration, roaming or wandering, NPCs courting other NPCs, idling, resting, sleeping, alertness, panicking, fleeing, attacking/defending, cleaning, grazing, and feeding. Some species will exhibit stances, and some juveniles will play if observed from afar.

In WolfQuest: Classic, AI scripts are largely responsible for the behaviors of every animal encountered in the game, though it is not completely bug-free due to the nature of the project's budget and resources being limited. As of November 2015, eduweb rely on game sales to fund future updates and episodes. By purchasing the full version, people are supporting the project and its development.

Some scripts remain unchanged from Legacy. As such, this section will list only updated AI. Refer to the Legacy tab for others.


Prey (Classic)[]

Elk: Strong cows and the bull will stand their ground. Weak cows will flee. All are less clumsy and will do better to avoid obstacles.

Moose: scripts and behaviors are similar to elk, except they are solitary and do not congregate in herds.

Hare: Will zig-zag slightly when fleeing as opposed to having a linear path, but ultimately its AI remains the same: dies in one attack, wanders and idles when left alone.


Predators (Classic)[]

Predator wolves: a new variation found only in Slough Creek, this stranger wolf is a pup predator. They target and home in on a pup, and will flee when sufficiently injured. With enough patience, they can be killed, though doing so is needless as they will continue to retreat until they despawn.

Grizzly bears: Grizzlies may roam the game world, seeking carcasses and guarding them with tooth and claw should the player allow a bear to encroach on their kill. If there are no nearby carcasses to target and home in on, approaching a bear will force it to attack, most times. During the main campaign of Slough Creek, a Grizzly will walk around the den site in circles once it has locked on to a pup. There is a 25% chance of a grizzly being thwarted with each bite, which will cause it to flee; they no longer run at high speed, and they can no longer be killed due to the introduction of a health cap.

Golden Eagle: They can no longer snatch a carried pup from the jaws of an adult wolf. Their attack frequency is increased (especially on higher difficulty settings) and they are no longer exclusive to the Final Journey mission.


Miscellaneous (Classic)[]

Ravens will always fly above most elk carcasses, marking the locations of randomly generated and player-killed prey. They will land on and consume from carcasses. Prior to 2.7.2, they reused their Legacy sprite and scripts. They do not appear at night.

In Legacy versions of WolfQuest, AI scripts control all animals and their behavior. Much of these are rudimentary.


Prey (Legacy)[]

Elk: with the exception of the bull, cows will always flee when approached by one or more wolves. They will wander and graze if they are observed from a safe distance; a chased elk will wander in the direction of its herd. It's not uncommon to see some clumsy behavior when chasing an elk, as they will often run into colliders such as bushes, rocks, trees and even the game world barrier while being chased. All elk will turn and retaliate when health has been sufficiently lowered.

Hare: all hare will wander. When approached, they flee along a linear path. There is little variation in their behavior as they too may run into colliders.

Cattle calf: much like stranger wolves in social encounters, calves in the cattle ranch are affixed to one randomized location each time an instance is started. Observed scripts are very simple: face player, idle, look around, graze, die, and despawn on a timer.


Predators (Legacy)[]

Stranger wolves: all stranger wolves have pre-determined spawn locations throughout Amethyst Mountain and Slough Creek. They do not move from their location when spawned and pose no danger to the pack or their pups in the main campaign. Observed scripts include idle, dialog (a variety of actions/animations in the social arena), victory, submit defeat, die, kill player, and flee.

Grizzly bears: Grizzlies may roam the game world, seeking carcasses and guarding them with tooth and claw should the player allow a bear to encroach on their kill. If there are no nearby carcasses to target and home in on, approaching a bear will force it to flee at a speed that cannot be matched by the player and they will often despawn during. During the main campaign of Slough Creek, a Grizzly will speed around the den site in circles once it has locked on to a pup. They can die, but they lack a carcass and their death state uses the idle animation.

Coyotes: Coyotes are scavengers that wander the game world on their own. Unlike bears, they are quick to flee from wolves and will not fight to defend a carcass. They will, however, turn back and attempt to return to a carcass (or pup) even after they have been chased away.

Golden Eagle: Golden eagles may snatch a puppy from the jaws of an unsuspecting parent even as they are carried on the journey to the rendezvous site. They can lock-on to puppies regardless of how near or how far their parents are.


Miscellaneous (Legacy)[]

Ravens will always fly above most elk carcasses, marking the locations of randomly generated and player-killed prey alike. They do not land nor devour these easy meals.


Bugs[]

  • In Legacy versions...
    • The eagle's snatch-from-wolf behaviour was unintentional[1].


Trivia[]

  • In Legacy versions...
    • The speed of a Grizzly makes it almost impossible to tackle should he spawn as a predator threatening the den. Typically, it is advised that the player saves and reloads until an easier predator to thwart spawns to progress in the defend den mission.
    • It was somewhat common belief that mate AI is randomized per dispersal wolf encountered so no two mates are alike. There is no clear evidence to support these claims.


References & External Links[]

  1. Dave's comment on the eagle's snatch behaviour.


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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