It should be outlined in your Quest Log
AdAstra
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The blue wolf is a Contributor character, one of the submissions taken from members over on my Patreon. He seems weirdly cognizant for a number of reasons, most of which will be explained when I am able to continue his storyline.
Interactions and bespoke dialogue for Good Wolf is something that's been heavily suggested and is for sure going to be added. Current blockers are in place solely because I didn't have the time to go over and redo every single line of dialogue the player character has to make it line up.
Wolf self-sabotage will be expanded on the current quests and side content (one idea that I wasn't able to implement was potentially 'hesitating' when triggering the Refugee scene) and will have a big culmination with you having a spiritual fight very similarly to the Holy district quest, albeit with more nuance.
A 'version' of the cure that only heals the mind is something that's already implemented in the form of the Experimental Cure, but not something I'm super keen on exploring massively. There will be a lot of unique curable wolves you will be able to unlock by progressing the Wolf questline first (Revan, Titanus, Nathaniel), but it will be very restricted to keep playthroughs feeling unique and the game replayable.
A wolf's mentality is influenced mostly by their prior mindstate, twisting their goals and desires into something almost entirely alien to who they were. More weak-minded individuals become more baser in their feral desires, becoming more uniform with their new pack, while unique and powerful individuals typically stand out much more in their new form.
Their fur pattern and gender are essentially random, with the distribution being a skewed 80/20 split female/male. Nobody really knows why there's more females, but the males aren't complaining one bit.
Of course, not every decision I make now is set in stone forever. The game still has a long ways to go, and many foundational mechanics that need to be carried over that might impact my thought process down the line.
Bimbo cultist army would be pushing a little too far out there from the realm of immersion. The bimbos are still somewhat loyal to the dragon, they're just more horny and spaced out than they are fanatically defensive.
It's less to do with the MC being special, and moreso the nature of the collar. Any other wolf made with the collar would have the same occur to them, as it prioritizes the human essence used to conceive. There might be some wolf traits that pass on, but they'd be so imperceptible they might as well be pure-bred human.
I'm glad you enjoyed it so far
Quick transformation items are actually something I want to avoid in the long-run, as there are too many ways they can mess with future pacing surrounding other species TFs that aren't set in stone like the Werewolf, but also are meant to have a deeper weight and meaning in certain sections. In the latest update, the Magic Carrot has actually been completely reworked, and there will be other ways to obtain the Bunny TF outside of it.
A lot of things are probably going to be reworked and changed to be better quality. I've already started going over a lot of image scenes and upping the resolution to actually fit the window and be much more consistent. Rat TF is also a pretty easy one to say it'll probably be in the city in Act 3, as it makes the most sense and I love them to bits as well.
I actually do really like the idea of being able to explore the mine by using the pickaxe, and that is likely to be something I go ahead with. I've had a legendary weapon I've been wanting to implement, and this seems like a perfect little spot for it.
I stewed for a while on whether or not to add an ending for making all the cultists bimbos, that and making too many eggs. Might revisit the idea.



