Posted 2021-12-29 15:09:01 (edited)
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
First and foremost, my challenge rules were designed to apply only to a group of wolves (a single cave) not my entire play experience on Wolvden. Thus, I assume the survival of my Wolvlocke pack cannot be dependent on limited roles such as the Lead (and the ability to find food and items in explore) or the Herbalist but rather a group of Hunters. My purpose is to add a sense of realism and excitement to everyday gameplay and promote the creation of lore without disrupting any current projects or lore already in progress.
If you're interested in playing feel free to use my rules but please note I am still testing and developing Cave Edition. I keep a changelog of updates near the bottom of this post. You are welcome to make modifications to fit your own desired level of difficulty and style!
Inspired by Dizzy's Wolvlocke Challenge; read more here.
Modified for a whole pack challenge in Hardmode - Sibba Edition; read more here.
Feel free to comment on this thread!
The Rules
The Role of the Alphas
- A maximum of two wolves may be designated as alphas. These two must be pair bonded. (This ability unlocks for players after 30 rollovers, and for wolves after 7 rollovers in your pack).
- The alphas will never leave the pack due to boredom or discontent (their moods can be maintained at 40% using non-Wolvlocke items; see the Items & Currency section).
- If one alpha dies, another unrelated wolf may be pair bonded to become the second alpha after the 30-day cooldown.
- If both alphas die the adult wolf with the highest stats will become the new alpha.
- The new alpha may take an unrelated pack member 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 the game ends.
- 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) grows beyond your alpha with the highest stats, that wolf must leave the pack.
- Exception: If your alpha has no mate he or she may choose to tolerate wolves with higher stats as potential mates.
Populating the Pack
- The pack is limited to four unrelated wolves, ie. NBWs (including the alpha's mate). Related wolves are unlimited.
- The first alpha (your starting wolf) must be a Lvl. 1 NBW.
- You will have an opportunity for an unrelated wolf to join the pack once every five in-game months (every 10 rollovers), with the first opportunity on the day the pack begins, known as a recruitment day.
- This wolf must be an NBW found by your lead in explore. You may save NBWs found prior to your recruitment day to incorporate into your pack on recruitment day, however this wolf cannot be leveled until it has officially joined the pack and you must try to befriend a wolf in explore to determine success in joining. If you fail to recruit an NBW or you cannot find one on this day you must wait for the next recruitment day to try again.
- You may not use the auto-friend option to recruit a wolf.
- At any point in the game, if the pack population drops to one, you may attempt to recruit an NBW once per day until successful without affecting the progress of official Recruitment Days.
- Seasonal Events (Optional)
- Winter: If your recruitment day falls in Winter and your NBW is female, flip a coin to determine if she is pregnant! If successful you may use the Elk Heart grove item (3 GC) to trigger her heat and impregnate her using a Lvl 1-10 NBW stud. Success ratio subject to change after further testing
- Summer: If your recruitment day falls in Summer, flip a coin to determine if you find a lost pup! This option requires that you have pairbonded alphas. If successful you may adopt a pup from the enclave.
- If you do not want a pup from enclave you may attempt to find an NBW in explore instead.
- If you only have one alpha, or have a second 'stand-in' alpha which cannot be pairbonded (due to cooldown or not residing in pack for 7 days yet) you cannot adopt a pup. You may attempt to find an NBW in explore instead.
- If a female is nested the recruitment day must be skipped.
- If the pack has pups which are 2 months old or younger (still nursing) the recruitment day must be skipped.
- Pups cannot have pup sitters.
- Pups can be trained but only by members of the Wolvlocke pack.
- Adolescents can only apprentice to members of the Wolvlocke pack.
- Pups can only be adopted during a summer recruitment day. See above.
- Pack members that leave due to low hunger or mood cannot return.
Items & Currency
- The pack begins with nothing.
- Currency does not exist.
- Cures and Healing Salves do not exist. HP and Illnesses follow built-in Wolvden rules and/or chance. See the Health & Survival section for details.
- The pack may only eat from the first two hunts of the day. Excess food from these hunts cannot be saved but should be salvaged into amusement items. (Manual inventory record or other mode of organization required.) Additional hunts may be attempted for exp purposes only.
- Food may be "sacrificed" prior to the ability to salvage it in order to gain amusement items. Per game mechanics, amusement gained = half the number of uses of food (ex. 8 uses of food = 4 uses of amusement). 1 use carcasses (ex. rat) = 1 amusement.
- Exception: The alpha (or alphas, if a breeding pair has been established) of the Wolvlocke pack may have their Mood maintained at 40% by non-Wolvlocke items if no Wolvlocke items are available. These wolves are too dedicated to their pack to leave out of boredom or discontent.
- Grove items do not exist. Gender, heats, & pup delivery must follow their natural, game-determined course. Exception being the winter recruitment event. See Populating the Pack section above.
- Customization items may be used on the pack as it does not affect their chance of survival.
Health & Survival
- If a wolf contracts an illness it cannot be quarantined from the pack. A sick wolf may be chased from the pack to avoid spread but this is not required.
- Each day after contraction wolves will have a chance to recover from non-lethal illnesses (50% in spring, 33% in summer & autumn, 25% in winter). 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, you may not try again until the next day. If successful, a cure can be procured by your non-Wolvlocke Herbalist or another player. This rule applies individually to each wolf that is sick.
- 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. Wolves with Heatstroke or Poison must be removed from the pack on the day of contraction. Wolves with Distemper, Infection, and Pox can be allowed to meet their end naturally, chased to prevent spread, or put out of their misery.
- 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. You may use one healing salve to return them to 20 HP (Rich Healing Salves are not allowed) but they are not allowed to hunt for the rest of the day.
Changelog: 01-06-22: Contraction of fatal illnesses now means death after first rollover rather than waiting until HP reaches 0.
Open Wound is no longer instant death. Wolves with this illness have one free rollover before 0 HP = death.
01-08-22: Open Wound rework. (I forgot they don't recover HP with this status). One Healing Salve may now be used. Status then follows non-lethal illness rules.
Rule for unrelated wolves with higher stats than alphas modified to account for alphas with no mate.
Rule about maintaining alpha's mood now specifies at 30% 40%. This is the lowest level which prevents the "wolves may leave the pack" notification.
01-10-22: Made food sacrifice for healing wolves from non-lethal illness optional. This option is recommended for easier biomes.
01-14-22: Removed Option 2 from recruitment days. (Players are still welcome to make modifications based on personal preference!)
Modified recruitment days to require the first found NBW, rather than giving you a choice. This is truer to the original Nuzlocke concept.
Added optional seasonal recruitment events. (You now have a chance to adopt a pup in spring summer only!)
Modified rule about skipping recruitment day if alpha is nested to include any female nested.
Modified rule about pups born to alphas not having pupsitters to include all pups.
Recruitment days now occur every 10 days instead of 12 to enable seasonal rotation.
01-15-22: Changed adopt seasonal recruitment event to summer instead of spring.
Added formula for determining max stats of adopted pup.
Added ability to sacrifice food prior to rotting for amusement items.
01-18-22: Added Cough to the list of illnesses that can be cured naturally at rollover.
01-21-22: Upped alpha mood maintenance to 40% to prevent 'unhappy' moodlet.
11-25-22: Specified a limit for unrelated wolves in the pack.
Changed level requirement for winter recruitment studs and stat limitation for summer recruitment pups.
The pack can no longer store excess food.
Non-lethal illnesses with a chance to be cured a rollover may now also be cured by chance.
11-30-22: May now attempt to recruit an NBW once per day when only one wolf remains in the pack.
Follow Wolvlocke: Cave Edition games!
Chantaey's Test Game 1 - Kalyani & Ferenc: Survived 10 Days
Chantaey's Test Game 2 - Haya & Maleko: Ended (Survived 38+ Days) ✦ Tiny Star's Game 1 - Weldron & Hondu: On Haitus Furyaun's Game 1 - G'eldryl & Dinzyr: On Haitus
Chantaey's Game 3 - Valentina & Klopas: Ended
Haskull's Game 1 - Freya: On Haitus ☨𝖋𝖔𝖒𝖔𝖗𝖎𝖆𝖓☨'s Game 1 - Boru & Sive: Ongoing
Please message me if you would like your game linked here!
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Chantaey
#46657
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