New Voting System
GameplayA complete redesign of the voting system, moving away from the snipe based voting that we have had for years and toward a system that requires players to vote together to vote other players off.
The voyage of the best ship is a zigzag line of a hundred tacks. See the line from a sufficient distance, and it straightens itself to the average tendency. Your genuine action will explain itself, and will explain your other genuine actions. Your conformity explains nothing. Act singly, and what you have already done singly will justify you now.
A complete redesign of the voting system, moving away from the snipe based voting that we have had for years and toward a system that requires players to vote together to vote other players off.
An overhaul of the player UI with several design goals in mind: 1. Better visibility of what phase we are in, and what that means for the player. 2. An improvement to the way voting is displayed (With voting being more complex, it needs to be more clear who is voting for who and what those votes mean).
New features added to the Workshop SDK, including: 1. Player Death Zones, used to create areas that should kill the player (like water). 2. Interactable Objects, like notes, equipment chests, and doors that teleport the player.
The hosting UI will receive a overhaul similar to the player UI, but also bringing new features like: 1. Removing / greying out ability icons. 2. Adding "tokens" to players, like bleed and poison. 3. The ability to quickly and easily see a player's targets.
New ability targeting restriction options such as only being able to target neighbours, or players that were accused during the previous day.
A comprehensive system that assigns strength to roles based on their impact, but that also considers special attributes like confirmation and complexity.
A new automatic role list generator that allows hosts to instantly generate a balanced role list, and the ability to easily share custom role lists with other players, likely via the Steam Workshop.
A huge update to the Workshop SDK with all features required to make Werewolf maps, like player housing and locations.
A way to show your appreciation for a player by commending them. Commendations will be displayed on a player's profile.
Certain abilities will receive their first bits of automation, starting with basic abilities that do something regardless of other factors (For example the Frost Drake's role being revealed when they use their daytime ability).
The Codex has slowly grown and evolved over the game's history and development, but has some severe holes and inconsistencies. The Codex is going to be completely rewritten to include a full description of all rules and mechanics.
The full and polished release of the game's Cult gamemode, a fully automated mini-game based on the classic social deduction game "Mafia".
Be it known
A major shift toward growing the playerbase and community via collaborations and online content.
A new feature allowing players to adopt and customize pets! Pets will follow you around and interact with the environment.
A new race to choose from in the game, with all of your purchased sets being usable on the new Orc race.
An update to the Workshop SDK with new features and improvements allowing for Cult maps to be created and uploaded to the Workshop.
A new real-time and fully automated gamemode, where players must complete tasks within a limited time frame whilst other players try to catch them alone and murder them.
A new Official Role Set based on Norse mythology and folklore, focusing on the themes of invasion, religion and power struggle.
A massive overhaul of the game's automation system, allowing for the main Werewolf gamemode to be played fully automatically and without a host.
A massive overhaul and rework of almost all roles in the game, promoting more strategic and social play.
A change from 16 to 12 players, allowing for faster games and more player agency.