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    <id>https://igigog.github.io/Weird_Task_Framework/blog</id>
    <title>Weird Task Framework Blog</title>
    <updated>2026-08-09T00:00:00.000Z</updated>
    <generator>https://github.com/jpmonette/feed</generator>
    <link rel="alternate" href="https://igigog.github.io/Weird_Task_Framework/blog"/>
    <subtitle>Weird Task Framework Blog</subtitle>
    <entry>
        <title type="html"><![CDATA[WTF 4.3 Release Party!]]></title>
        <id>https://igigog.github.io/Weird_Task_Framework/blog/4-3-release</id>
        <link href="https://igigog.github.io/Weird_Task_Framework/blog/4-3-release"/>
        <updated>2026-08-09T00:00:00.000Z</updated>
        <summary type="html"><![CDATA[Hello frens!]]></summary>
        <content type="html"><![CDATA[<p>Hello frens!</p>
<p>More than a year passed since the release of WTF 4.2.2 in May 2025. I won't lie to you - I didn't do anything this last year, then conjured WTF 4.3 into existence in about a week.</p>
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<p>Still, I was happy to see WTF gets about 50-60 downloads a day even after a year. WTF 4.2.2 marked a milestone in WTF history, bringing more quests than ever, while being incredibly stable and free of bugs. I should mention, these 50-60 downloads come while WTF is famously banned in GAMMA discord - they literally have a bot command asking people not to install WTF at all costs. I consider it a personal achievement of mine.</p>
<p>Anyway, let's talk WTF 4.3.</p>
<h2 class="anchor anchorTargetStickyNavbar_Vzrq" id="quests">Quests<a href="https://igigog.github.io/Weird_Task_Framework/blog/4-3-release#quests" class="hash-link" aria-label="Direct link to Quests" title="Direct link to Quests" translate="no">​</a></h2>
<p>Ecologists are eating good with this release. WTF brings two new quests for Ecologists, reworks an older Mercenary quest and changes the way <em>Realistic Assassinations</em> work:</p>
<ul>
<li class="">
<p><a class="" href="https://igigog.github.io/Weird_Task_Framework/tasks/community-tasks/detector_upgrade_easy"><em>Onboarding</em></a> is a single-time quest for new Ecologists, where you learn the routine of Ecologists by measuring an anomaly around Yantar. Aside from normal rewards, Sakharov takes a pity on you and swaps your Echo detector with a Bear detector - as expected from their faction, Ecologists get an easier way to start collecting artifacts early on.</p>
</li>
<li class="">
<p><a class="" href="https://igigog.github.io/Weird_Task_Framework/tasks/community-tasks/detector_upgrade_hard"><em>Big Measuring Contest</em></a> plays with the formula of <em>Onboarding</em>, but is intended for late-game Ecologist runs. When you've proven yourself a professional, Hermann in Jupiter asks you to measure all the anomalies on the whole Jupiter map. For that feat, alongside conventional rewards, Hermann improves your Veles detector into Svarog.</p>
</li>
<li class="">
<p><a class="" href="https://igigog.github.io/Weird_Task_Framework/tasks/community-tasks/medic_package"><em>Between Law And Profit</em></a> got a rework. Now, you have finite time to meet your contact, and if you don't manage it in time, you'll find the package stolen and your contact dead.</p>
</li>
</ul>
<h3 class="anchor anchorTargetStickyNavbar_Vzrq" id="arszis-realistic-assassinations">Arszi's Realistic Assassinations<a href="https://igigog.github.io/Weird_Task_Framework/blog/4-3-release#arszis-realistic-assassinations" class="hash-link" aria-label="Direct link to Arszi's Realistic Assassinations" title="Direct link to Arszi's Realistic Assassinations" translate="no">​</a></h3>
<p>WTF 4.3 marks the removal of <em>Arszi's Realistic Assassinations</em> option. Now, instead of your quest failing randomly when someone else kills your target, you are still able to complete the quest. There is a twist, though: you're not a psychic and you can't know if your target is dead. As such, you still need to go to the location and confirm the dead enemies with your own eyes.</p>
<p>I think this mechanic works both narratively and from game design perspective. It is now always enabled in GT Pack's <a class="" href="https://igigog.github.io/Weird_Task_Framework/tasks/gt-tasks/heavy"><em>Neutralization</em></a> and <a class="" href="https://igigog.github.io/Weird_Task_Framework/tasks/gt-tasks/mutant"><em>Eliminate dangerous mutants</em></a> quests.</p>
<h3 class="anchor anchorTargetStickyNavbar_Vzrq" id="rewards">Rewards<a href="https://igigog.github.io/Weird_Task_Framework/blog/4-3-release#rewards" class="hash-link" aria-label="Direct link to Rewards" title="Direct link to Rewards" translate="no">​</a></h3>
<p>WTF 4.3 rebalances and changes the logic of quest rewards.</p>
<ul>
<li class="">The rewards were brought in line with vanilla Anomaly; I tried my best to keep original game's reward balance.</li>
<li class="">WTF now respects the game's progression settings in the rewards.</li>
<li class="">Global reward modifiers were removed from WTF's MCM menu, though you can still modify rewards of single tasks.</li>
<li class="">Reward definitions were greatly simplified in backend, making them easier to understand for both players and questmakers</li>
</ul>
<h3 class="anchor anchorTargetStickyNavbar_Vzrq" id="descriptions">Descriptions<a href="https://igigog.github.io/Weird_Task_Framework/blog/4-3-release#descriptions" class="hash-link" aria-label="Direct link to Descriptions" title="Direct link to Descriptions" translate="no">​</a></h3>
<ul>
<li class="">Level names were added to location descriptions in RUS localization.</li>
<li class="">Dynamic descriptions of some quests were cleaned up to keep the objective clearer.</li>
<li class="">Quest rewards are not shown in PDA description anymore. They weren't always correct anyway - fetch weapon quests where reward depends on condition can't really show static reward. Rewards are still shown in the task dialogue.</li>
<li class="">Dynamic descriptions are now set explicitly, giving quest makers more control over what's show and what's not.</li>
</ul>
<h2 class="anchor anchorTargetStickyNavbar_Vzrq" id="frames">Frames<a href="https://igigog.github.io/Weird_Task_Framework/blog/4-3-release#frames" class="hash-link" aria-label="Direct link to Frames" title="Direct link to Frames" translate="no">​</a></h2>
<p>The biggest improvement in WTF 4.3 is the experimental support for multi-stage quests. They work using <em>Frames</em> - essentially, every quest stage is its own sub-quest. This abstraction proved to be expressive and easy to work with, though somewhat boilerplate-y. I am sure that frames will be used extensively in future WTF quests, though I am yet working out all the smaller implementation details.</p>
<h2 class="anchor anchorTargetStickyNavbar_Vzrq" id="documentation">Documentation<a href="https://igigog.github.io/Weird_Task_Framework/blog/4-3-release#documentation" class="hash-link" aria-label="Direct link to Documentation" title="Direct link to Documentation" translate="no">​</a></h2>
<p>Hey, look at this fancy website! I have a little <a class="" href="https://igigog.github.io/Weird_Task_Framework/blog">Blog</a> here to dump my thoughts like this, documentation for every quest in <a class="" href="https://igigog.github.io/Weird_Task_Framework/tasks/gt-tasks">Tasks</a>, first steps working with WTF in <a class="" href="https://igigog.github.io/Weird_Task_Framework/getting-started/intro">Getting Started</a> and detailed nitty-gritty in <a class="" href="https://igigog.github.io/Weird_Task_Framework/documentation/state">Documentation</a>. It was never more fancy than this, right?</p>
<p><em>Damn fancy.</em></p>
<h2 class="anchor anchorTargetStickyNavbar_Vzrq" id="future-of-wtf">Future of WTF<a href="https://igigog.github.io/Weird_Task_Framework/blog/4-3-release#future-of-wtf" class="hash-link" aria-label="Direct link to Future of WTF" title="Direct link to Future of WTF" translate="no">​</a></h2>
<p>When I started WTF, I didn't expect to make a whole-ass task pack of my own, with quests more diverse and polished than both GhenTuong and Arszi's packs WTF was born out of. There are more questmakers in the community now than there were in the days WTF was born; quests and questlines are more diverse as ever, and I celebrate that. It's just nice, you know? I love quests, that's why I do that. Anyway, here's my thoughts on where I want to bring WTF next.</p>
<h3 class="anchor anchorTargetStickyNavbar_Vzrq" id="awkward-scenario-engine">Awkward Scenario Engine<a href="https://igigog.github.io/Weird_Task_Framework/blog/4-3-release#awkward-scenario-engine" class="hash-link" aria-label="Direct link to Awkward Scenario Engine" title="Direct link to Awkward Scenario Engine" translate="no">​</a></h3>
<p>Once you have a hammer, everything kinda looks like a nail, right? WTF is a task framework, but over time I started seeing potential for more. The same systems that power quest stages can be reused for cutscenes, or randomized game events, or just literally any actions in the game. In the end, what is a quest if not a cutscene with some player input and a task marker?</p>
<p>I want to separate WTF from task manager and use it more generically for any types of game events. It is a task framework now, but I want to evolve it into a scenario engine; tasks will be just a special case of scenarios. I don't know yet what exactly I want to do with that newfound power, but... It's about the journey too, you know? ;)</p>
<h3 class="anchor anchorTargetStickyNavbar_Vzrq" id="anomaly-requesting-project">Anomaly ReQuesting Project<a href="https://igigog.github.io/Weird_Task_Framework/blog/4-3-release#anomaly-requesting-project" class="hash-link" aria-label="Direct link to Anomaly ReQuesting Project" title="Direct link to Anomaly ReQuesting Project" translate="no">​</a></h3>
<p>Current quests in WTF task packs are just a dump of random dynamic tasks. They are very much missing any common direction or guidelines; they were born independently. I think it is time to change that.</p>
<p>The direction of Community Task Pack showed that I like creating small unique quests. <a class="" href="https://igigog.github.io/Weird_Task_Framework/tasks/community-tasks/orders_army"><em>Orders!</em></a> series, <a class="" href="https://igigog.github.io/Weird_Task_Framework/tasks/community-tasks/medic_package"><em>Between Law and Profit</em></a>, <a class="" href="https://igigog.github.io/Weird_Task_Framework/tasks/community-tasks/sid_bribery"><em>The More You Know</em></a> and both new Ecologist quests, <a class="" href="https://igigog.github.io/Weird_Task_Framework/tasks/community-tasks/detector_upgrade_easy"><em>Onboarding</em></a> and <a class="" href="https://igigog.github.io/Weird_Task_Framework/tasks/community-tasks/detector_upgrade_hard"><em>Big Measuring Contest</em></a> are small quests unique to a single task giver, sometimes available to only a single faction. I love all of them. I want more of this. And I also can make more of this - every single one of these quests was created in one evening, about 3-5 hours total per quest.</p>
<p>So, I am starting a project to replace all of Anomaly's dynamic quests with ones of my own, deeper and more polished, with a single coherent direction. What I want to achieve is:</p>
<ul>
<li class="">Unique quests for every faction. Playthrough for a different faction should <em>feel</em> different, <em>progress</em> different, and have unique mechanics.</li>
<li class="">One faction per release. I'm starting with Ecologists, since I already have 3 quests for them.</li>
<li class="">20-40 quests per faction. All of them should represent the faction in some way, and at least half of them should only be accessible to players of the faction.</li>
</ul>
<p>I haven't decided my course of actions yet. You might help me.</p>
<h3 class="anchor anchorTargetStickyNavbar_Vzrq" id="discord">Discord<a href="https://igigog.github.io/Weird_Task_Framework/blog/4-3-release#discord" class="hash-link" aria-label="Direct link to Discord" title="Direct link to Discord" translate="no">​</a></h3>
<p>WTF Discord server is back babyyyyyyyy! Here you go! <a href="https://discord.gg/GCRUnHy4HP" target="_blank" rel="noopener noreferrer" class="">Discord</a>.</p>
<p>It's quite empty there now, we'll see how it goes. Keep in mind that my motivation proved to be very sporadic - the server might be inactive for months, or it might be full of activity, I don't know. Your presence helps me keep my motivation though.</p>
<hr>
<p>That's it! WTF is strong as ever, the plans are monumental, and the motivation is... it exists, anyway! So that's nice.</p>
<p>Take care.</p>
<p>- Igi</p>]]></content>
        <author>
            <name>Igigog</name>
            <uri>https://github.com/igigog</uri>
        </author>
    </entry>
    <entry>
        <title type="html"><![CDATA[WTF 4.3 needs testers]]></title>
        <id>https://igigog.github.io/Weird_Task_Framework/blog/need-testers</id>
        <link href="https://igigog.github.io/Weird_Task_Framework/blog/need-testers"/>
        <updated>2026-07-30T00:00:00.000Z</updated>
        <summary type="html"><![CDATA[WTF 4.3 needs testers! Maybe that's you.]]></summary>
        <content type="html"><![CDATA[<p>WTF 4.3 needs testers! Maybe that's you.</p>
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<p>Hello frens! We haven't seen each other in quite a while. Please don't look around on this website, most of it is very much under construction still.</p>
<p>WTF 4.3 is ready to be released, so it's time for the traditional test round. You'll find your copy of WTF 4.3rc1 in <a href="https://github.com/Igigog/Weird_Task_Framework/releases" target="_blank" rel="noopener noreferrer" class="">Releases</a> section of Github.</p>
<p>4.3 comes with a shitton of improvements. You'll get better and more balanced rewards, better descriptions, new quests, and obviously an infinite amount of improvements in the backend for the quest makers.</p>
<h3 class="anchor anchorTargetStickyNavbar_Vzrq" id="quests">Quests<a href="https://igigog.github.io/Weird_Task_Framework/blog/need-testers#quests" class="hash-link" aria-label="Direct link to Quests" title="Direct link to Quests" translate="no">​</a></h3>
<ol>
<li class="">GhenTuong's <em>Neutralization</em> and <em>Eliminate dangerous mutants</em> got a rebalance - they now require you to go to the location regardless of whether the squad got killed offline or not. You just need to confirm it with your eyes to make sure the quest is actually done. This rework replaces MCM option <em>Arszi's Realistic Assassinations</em>.</li>
<li class="">Community's <em>Between Law And Profit</em> got a full rework - this is the first branching quest in WTF, where the way it plays depend on how long did it took to get to it.</li>
<li class="">New quests for Ecologists, <em>Onboarding</em> and <em>Big Measuring Contest</em>. Both of them play around with an anomaly field measuring mechanic, and both of them will improve your artifact detector on completion.</li>
</ol>
<p>You can find task descriptions <a class="" href="https://igigog.github.io/Weird_Task_Framework/tasks/gt-tasks">here</a>.</p>
<h3 class="anchor anchorTargetStickyNavbar_Vzrq" id="general-improvements">General improvements<a href="https://igigog.github.io/Weird_Task_Framework/blog/need-testers#general-improvements" class="hash-link" aria-label="Direct link to General improvements" title="Direct link to General improvements" translate="no">​</a></h3>
<ol>
<li class="">Rewards are brought in-line with vanilla Anomaly balance. Well, as good as I could. I removed WTF-wide Reward sliders from MCM, but you can still configure them per task</li>
<li class="">Location descriptions in RUS localization now show the level of location, just like it's done in ENG.</li>
<li class="">Fixed a bug where GT's <em>Eliminate dangerous mutants</em> didn't finish after killing all the mutants</li>
<li class=""><em>Utjan's Fetch Thing</em> MCM option is now removed. The functionality will continue to work, I just don't see a reason to disable it.</li>
</ol>
<h3 class="anchor anchorTargetStickyNavbar_Vzrq" id="backend">Backend<a href="https://igigog.github.io/Weird_Task_Framework/blog/need-testers#backend" class="hash-link" aria-label="Direct link to Backend" title="Direct link to Backend" translate="no">​</a></h3>
<p>I can't even start to describe the work made in the backend. WTF 4.3 introduces multi-stage quests and branching, better reward and action handling, better descriptions and so, so much more. Aside from fancier, more fleshed out quests, normal players shouldn't see any difference, to be honest. If you plan to use WTF for quest making, at least wait until I wrote the docs.</p>
<h3 class="anchor anchorTargetStickyNavbar_Vzrq" id="what-now">What now?<a href="https://igigog.github.io/Weird_Task_Framework/blog/need-testers#what-now" class="hash-link" aria-label="Direct link to What now?" title="Direct link to What now?" translate="no">​</a></h3>
<p>Here's what I'm looking for, specifically:</p>
<ol>
<li class="">Bugs and problems</li>
<li class="">General improvement suggestions, including balance, game experience and whatever</li>
<li class="">Does it still work with PDA Taskboard?</li>
<li class="">Does it work on GAMMA?</li>
<li class="">Just tell me your thoughts</li>
</ol>
<p>You can find me on Anomaly and GAMMA discord. I would prefer you to write your thoughts in WTF's forum post in Anomaly discord, but I'll also take normal pings.</p>
<p>Take care and good hunting, cuties.</p>
<ul>
<li class="">Igi</li>
</ul>]]></content>
        <author>
            <name>Igigog</name>
            <uri>https://github.com/igigog</uri>
        </author>
    </entry>
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