I am confused about savagery.
The more you get, the more physical strengh you get, but it has drawbacks?
Ok. Are this Drawbacks like hunger decays faster, food gives less?
Or does a savage werewolf actually less humanity like not beeing able to eat anything els than raw meat, not beeing able to craft, hold tools in the hand, or (with hight savagery) not beeing able to to open or close a door witout breaking it and such?
I cannot test it. (Accidentaly upgradet to win 10)
Rollback Post to RevisionRollBack
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
To take the test, check out https://minecraftnoobtest.com/test.php
Roughly 95% of Minecraft
players hate Villagers and would be very happy if they were removed. If
you are one of the 5% who actually like villagers, copy this into your
signature and hope it never happens. ~EnderDude124
Maybe we could have a Digitagrade legs(like Wolf back legs or like the large carnivore dinosaurs. I would post an images but I don't know how.) in wolf form. I tired to use More Player models so I could look like Hunter from LBX, which is a werewolf like LBX, but this mod doesn't like the model change for More Player Models or Tails mod. Also would it possible to get some mod compatibility with MCA, so that if you talked with the villagers they would freak out and run away yelling at you as they leave.
On a related note could some one make a Hunter skin for the wolf form?
Rollback Post to RevisionRollBack
Admittedly I was not expecting that results....it can't be right, I for one have to much a hero complex for that to be right and two: I am one of the most Pessimistic people around.....yea I have no idea how I got Mew.....
Now I got it, this is the Pokemon I would be. And I am not just saying that because I like Mewtwo, I really am a lot like Mewtwo.
I am confused about savagery.
The more you get, the more physical strengh you get, but it has drawbacks?
Ok. Are this Drawbacks like hunger decays faster, food gives less?
Or does a savage werewolf actually less humanity like not beeing able to eat anything els than raw meat, not beeing able to craft, hold tools in the hand, or (with hight savagery) not beeing able to to open or close a door witout breaking it and such?
I cannot test it. (Accidentaly upgradet to win 10)
Savagery determines how stronger and feral a werewolf is. There are 5 tiers/levels of savagery, the higher the tier a werewolf is the stronger they become but the less human they become as well. Each tier is a stage where you get stronger, faster, and obtain more benefits. But each higher tier increases negative effects since you're more feral. Example of some negative effects include: increased hunger, less effective tool usage while transformed, peaceful entities running away from you. Generally, Tier 1: Human like, while Tier 5: Monster like.
Maybe we could have a Digitagrade legs(like Wolf back legs or like the large carnivore dinosaurs. I would post an images but I don't know how.) in wolf form. I tired to use More Player models so I could look like Hunter from LBX, which is a werewolf like LBX, but this mod doesn't like the model change for More Player Models or Tails mod. Also would it possible to get some mod compatibility with MCA, so that if you talked with the villagers they would freak out and run away yelling at you as they leave.
On a related note could some one make a Hunter skin for the wolf form?
The 3 block tall model that I mentioned in a earlier post will have digitigrade like legs. It won't be till version 1.1 however. Currently this mod doesn't work well with other mods that modify models while a werewolf. I may be able to add compatibility to some of them by 1.1 however. I'll focus on mod compatibility for this mod once this mod leaves wip and most of 1.1 is done.
Sure,
I use Cauldron in 1.7.10 for the mod,and Howlingmoon is the only mod I
use,i know how to use the mod and i don't have any object in my hand
when I was transformed,In Solo that run perfectly but the damages are
not the only one bug I Spotted on my server ^^" I saw the Armor of the
Alpha Are not allowed,when a Skeleton Hit me I lose 4Hp (2hearts) :/ do
you use Sponge ? or other ?
It seems to be a compatibility issue with Cauldron. I'm sorry but I won't be able to fix it. You can try Sponge which is still in alpha, but I haven't tested this mod with servers using those APIs. Sorry for the inconvenience.
Also you might want to get in contact with the mod author of Mo' Creatures, they have Werewolves as evil mobs and it might be a good idea to have mod compatibility between the two.
Rollback Post to RevisionRollBack
Admittedly I was not expecting that results....it can't be right, I for one have to much a hero complex for that to be right and two: I am one of the most Pessimistic people around.....yea I have no idea how I got Mew.....
Now I got it, this is the Pokemon I would be. And I am not just saying that because I like Mewtwo, I really am a lot like Mewtwo.
Hostile mobs being neutral to you?, because if I recall all hostile mobs attack you but not the werewolf mobs, even if they were tamed by you... Or is that already solved? And btw would you add the ability for werewolves to have knockbacks when they hit mobs and players? Because I found it more satisfying if I can send mobs or players flying just by hitting them once as a transformed werewolf(and werewolves tend to do that from what I know of).
Hostile mobs being neutral to you?, because if I recall all hostile mobs attack you but not the werewolf mobs, even if they were tamed by you... Or is that already solved? And btw would you add the ability for werewolves to have knockbacks when they hit mobs and players? Because I found it more satisfying if I can send mobs or players flying just by hitting them once as a transformed werewolf(and werewolves tend to do that from what I know of).
Hostile mobs will still be hostile while a werewolf, the exception is werewolves and dire wolves will be neutral if you're a werewolf, transformed or not. Tame ones will not attack unless hungry. However some of this will change in a later update. Also not all werewolves are aggressive towards players. As for knockback, it was planned but I scraped it for a couple of reasons. Since werewolves fight up close they don't always want knockback on and I didn't want to make another toggle just for it either. Instead some form of it is going to appear in future abilities.
Heya. I just wanted to say if you could add some more configurable things for the mod that makes it more customizable. It'd be great. Types of configurable stuff would be such as...
Werewolves can only transform at night (Just an opinion on what to add.)
Werewolves cannot sleep in beds (Sleeping in a bed as a Werewolf kinda sound weird, especially when you try to transform back into a human on a full moon, it says "The moon is full. The beast within is restless!")
Werewolves turns back into human when the moon goes down (When it's turning into day, you transform back into normal instead of having to do it manually.)
This mod is the first fully working werewolf mod that is finished. Great job! ^^
We can tame werwolves but i think an other Alpha (npc) need to do that too and create his wolf pack,and if you're neutral with the alpha of the pack they don't attack you but if you hit one of them you were attacked by the wolf pack until one night passes to become neutral You think that is possible ?
Other wolf packs are planned, it's already somewhat possible, but I push it back to be implemented with the werewolf villagers in 1.1.
Other wolf packs are planned, it's already somewhat possible, but I push it back to be implemented with the werewolf villagers in 1.1.
A berserk mode for Werewolves, mobs and players, will make it in eventually.
It's a rendering conflict with something. What mods are you using?
He is using more player models it does that. That is why his sword is on his back when he doesn't have it in the Mine and Battle slots.
Rollback Post to RevisionRollBack
Admittedly I was not expecting that results....it can't be right, I for one have to much a hero complex for that to be right and two: I am one of the most Pessimistic people around.....yea I have no idea how I got Mew.....
Now I got it, this is the Pokemon I would be. And I am not just saying that because I like Mewtwo, I really am a lot like Mewtwo.
The Meaning of Life, the Universe, and Everything.
Join Date:
4/22/2012
Posts:
57
Minecraft:
Razmen
Member Details
Sorry for taking this long to post a update. 1.0 is almost ready and will be released soon, in about a week. The update is mostly just polishing, tweaks, and config options.
When u create the pack update can there be different ranks for the other wolves too? Like another alpha, a beta and an omega (and some others I don't know ). Also can there be more mobs to hunt down like deer or ox? And maybe enemy packs and ally packs. Perhaps there be a way to ally with the other packs? Thanks,
Killerwolf1810
Werewolf packs will be fleshed out more with the villager update, so ranks will be present in some form. There will be non-player packs with that update as well. As for additional mobs, I currently have no plans for adding additional prey entities for this mod, but I'll consider it as a potential optional add-on in the future.
When I run the game it just crashes! I just downloaded the mod! Is there anything I did wrong?
I need more information. A crash log would be helpful (put in spoilers or a paste bin with link), if not then the version you're using, the forge version. And list any other mods you're using.
Cool and also maybe the ability to climb walls, infect villagers and normal wolves, and also to be able to toggle howling? Perhaps howling can summon your pack. Also to encrease your pack u can reach higher levels and intimidate other werewolves or take over other packs by killing their leader?
also to be able to join other packs and grow through the ranks depending on your savagery and finally to be able to ally with fellow packs.
good luck with the mod
Killerwolf1810
For howling I'm adding a separate key for it with the option to still use the current implementation. I didn't want to add too many keys to press since lots of other mods require them as well but I'll give the option so players can choose. I don't want to spoil everything that's in 1.1, so from now on until it is close to done, I won't reply about suggestions unless it is a really good idea I didn't think of. But there are at least 7 new abilities & I'll just leave it at that.
Dude... this mod... is totally beast! Maybe my new favorite mod! I mean, seriously-- you can turn into a werewolf for crying out loud! That's awesome!
I do have a few minor suggestions, though- just a couple of things I noticed
Didn't see anything about the red overlay that pops up on the day before the full moon in the notes, and it scared the living daylights out of me the first time it came up because I wasn't expecting it. I see that it's way back in the changelog, but you might want to mention it in the guide so it's more visible
Second, maybe a friendly fire option to keep you from hitting your packmates unless you want to. This could be toggled, maybe via your werewolf menu, that if you don't want to be able to hit your packmates (barring, say, if they challenge you or whatever) you don't. I was lucky enough to find a werewolf buddy with low savagery on my first night out, but I must have slapped the poor guy at least three times by accident cuz he came after the same enemy I was hunting. So... a friendly fire option that keeps you from accidentally hitting your packmates would be cool XD
Otherwise, I love, love, LOVE this mod! I think it's so cool that you have a pack structure implemented/in the works- that's something I've wanted to see in a mod for a long time, and I never have until now! Also, it's so awesome that naturally spawning werewolves have their own likes/dislikes and attack different things- that is totally cool! And the ability to make custom skins? I haven't done any yet, but believe me... I'm gonna have so much fun with that!
It would be neat if at some point you could help level up your packmates, too- that would be awesome! I'm totally looking forward to the next update- keep up the great work!
I know, right?? And dude, this mod goes perfectly with my other canine mods- like Doggy Talents and I'm hoping it'll be compatible with DoggyStyle once that one's updated because then I could just have a huge wolf and dog fest and it would be totally awesome! I cannot wait for the next update (though I know modding takes time so no rush )!
Well I've been playing a lot longer and a few additional suggestions... feel free to take them or leave them, and I don't know if you're already planning something for any of these, but here are a few thoughts Some of them are fairly complicated, so I totally get it if you don't want to use them, but I don't know how far you've planned for this mod so I thought I'd toss it all out in case you want more material for the future
-Definitely some sort of friendly fire option. It gets really dangerous when you whack your werewolf friends at a higher level... (I took off like 15 hp from one of my werewolf friends once by mistake when he teleported in in front of you...)
-The ability to make skins for Dire Wolves, too, maybe? And possibly different custom attributes for them, too (all the ones I've tamed have had the same attributes...).
-Maybe some sort of way to modify these behaviors? Especially ones that could be problematic, such as breaking down doors or hating water. One of my werewolf buddies hates water so I have to stand around and wait for him to find a water-free route half the time XD Perhaps there could be some kind of action you could perform to help them overcome their fear or something. For doors, there could be a way to reprimand them (maybe a growl button?) when they start to break it down. Or when they hunt down and kill your farm animals.
-Speaking of what they kill, maybe instead of having them only instinctively kill certain things even when tame, for a tamed werewolf you could choose to tell them what things are okay to kill (I dream of having a village with werewolves in it someday... unfortunately, one of my werewolf friends lists them as something he likes for a snack :P), so you could tell them not to kill animals or villagers, but you could tell them to attack any players or mobs that came in range. Or you could leave the choice up to them and they'd follow their natural behaviors. Perhaps this could be tied in to my next idea...
-Respect. Savagery is necessary to tame/befriend werewolves and Dire Wolves, but an Alpha needs respect, too. In addition to your savagery, which affects all lycanthropes, respect affects only your packmates. Respect is earned by things like being attentive to your packmates' needs and feeding them when they're hungry/hurt, hunting as a pack, etc. The more respected you are, the less likely your packmates are to turn on you if their savagery is ever higher than yours, because you've taken the time to bond with them and they see you not just as an Alpha, but as a friend. Also, packmates that respect you are more willing to obey you- like, if you implement my growling idea, respect could influence how effective your growl is. It might take 5 times of growling to teach a werewolf not to kill your livestock if you are not very respected, but only 1 or 2 if you have a lot of respect. You said you want to implement a ranking system in the future- maybe respect could be tied into this. If the Alpha is respected, lower ranking wolves are less likely to fight amongst themselves. If the Alpha isn't very respected, quarrels will be more common and the rest of the pack will struggle to work as a cohesive unit. Or something. If a lycan in the pack dies, the Alpha's respect decreases dramatically, as it is his/her job to keep the pack safe and they have failed to do so... which is another reason you should make sure to keep your pack well-cared-for.
-More states for your packmates. It's good they have the wander ability currently, so that they're not following me on all my adventures, but maybe a guard option, too? Where they stay in one place and attack any hostile (or non-packmate) that comes within x number of blocks of them. If respect is implemented, maybe the level of respect for the Alpha could unlock this, and possibly other additional actions.
-Howling causes any of your packmates that are currently loaded in the map and are in the "follow" state to instantly teleport to you if there's enough space. This would be handy for getting packmates that are stuck unstuck.
-Werewolf young. Occasionally you could find a family of werewolves that spawn in a small cave or something- two parents and 2-5 offspring or something. The parents would be hostile to any player or npc werewolf that came by, but could be befriended by earning their trust (by feeding them, killing mobs in the range of their den, etc.). Possibly two werewolves that are in the same pack could also marry and have young (with the Alpha's permission). Perhaps some sort of system to tell a werewolf's lineage if they have it (and to prevent any... awkward... situations... by telling which other lycans are their family).
-With the addition of young (if you add them), maybe genders? These wouldn't do much except show up in the lycanthrope's menu and determine which lycans could marry if they wanted.
-Naming option. This would be like using a nametag, but wouldn't require the item. Werewolves are intelligent, being part human, so it should be easier to name them than a non-tamable mob. Maybe they could even start with names (after all, werewolves were once humans, too!), but the player could change these if they wished (and had the respect, if respect was implemented) (configurable).
-Free-feeders. A block that could be placed that allows your pack to get stored food out of it- must be placed 1 block above the ground for werewolves to reach it, and on the ground for Dire Wolves to reach it.
-I know you're planning on implementing other packs, and I'm not sure how you intend to do it, but it would be cool if you could influence relations between packs by interacting with their Alphas. Packs could have defined territories, which they defend (some more aggressively than others- depending on the personality of the Alpha), but if you get on good terms with their Alpha (perhaps by bringing gifts, etc.), you may manage to ally with their pack. Your relationship with each pack can vary- you may be friends with one and enemies with another (like with villages), but your overall status toward the packs you encounter is calculated and placed on a reputation meter. Mostly friendly relationships will make the meter lean toward "Diplomatic", on one side, but having many enemies will make you lean toward "Warmonger", on the other side. Your reputation precedes you- be wary of being too warlike, because new packs you encounter will know your tendencies and react accordingly...
-Perhaps your actions could influence whether or not villagers would flee from you. It makes sense for animals to run, but maybe if you spend a lot of time in a village trading with the villagers and protecting them, they would come to accept your wolf form. Whether you want to use this to actually form a solid relationship with the village or betray them while they're not expecting it would be your choice...
Then again, if you're adding werewolf villagers/villages of only werewolves, you might not want to implement this- if you're wanting to keep to the idea that villagers fear werewolves and exile anyone of their number who is turned...
-Werewolf hunters? These guys spawn rarely in villages and sell stuff with the Wolfsbane enchantment, as well as silver-tipped arrows (maybe- or possibly arrows poisoned with Wolfsbane) that do extra damage to lycans. The only way to obtain silver-tipped arrows is through trading with a werewolf hunter, as silver isn't really in the mod (unless you ever do want to add it lol). If a werewolf ever ventures into the village, they will attack it and try to kill it if they can- making it dangerous to enter a village in werewolf form.
-This is a must-have at some point. There should be some way of keeping packmates from dying permanently. Maybe this could be a slot in their GUI where you could place a certain item (that could be expensive to make), but... it's needed. Just lost one of my favorite packmates in a lava pit, and... yeah, it stinks...
I think that's it for now... these are just a bunch of products of my overproductive imagination XD Don't feel obligated to use any of these- I just thought I'd throw them out here in case you do want to use any of them, or in case they spark new ideas for you Keep up the awesome work!
an alpha wolf is the strongest werewolf so I think you should add the option to control other werewolves
I am confused about savagery.
The more you get, the more physical strengh you get, but it has drawbacks?
Ok. Are this Drawbacks like hunger decays faster, food gives less?
Or does a savage werewolf actually less humanity like not beeing able to eat anything els than raw meat, not beeing able to craft, hold tools in the hand, or (with hight savagery) not beeing able to to open or close a door witout breaking it and such?
I cannot test it. (Accidentaly upgradet to win 10)
Roughly 95% of Minecraft
players hate Villagers and would be very happy if they were removed. If
you are one of the 5% who actually like villagers, copy this into your
signature and hope it never happens. ~EnderDude124
Maybe we could have a Digitagrade legs(like Wolf back legs or like the large carnivore dinosaurs. I would post an images but I don't know how.) in wolf form. I tired to use More Player models so I could look like Hunter from LBX, which is a werewolf like LBX, but this mod doesn't like the model change for More Player Models or Tails mod. Also would it possible to get some mod compatibility with MCA, so that if you talked with the villagers they would freak out and run away yelling at you as they leave.
On a related note could some one make a Hunter skin for the wolf form?
Savagery determines how stronger and feral a werewolf is. There are 5 tiers/levels of savagery, the higher the tier a werewolf is the stronger they become but the less human they become as well. Each tier is a stage where you get stronger, faster, and obtain more benefits. But each higher tier increases negative effects since you're more feral. Example of some negative effects include: increased hunger, less effective tool usage while transformed, peaceful entities running away from you. Generally, Tier 1: Human like, while Tier 5: Monster like.
The 3 block tall model that I mentioned in a earlier post will have digitigrade like legs. It won't be till version 1.1 however. Currently this mod doesn't work well with other mods that modify models while a werewolf. I may be able to add compatibility to some of them by 1.1 however. I'll focus on mod compatibility for this mod once this mod leaves wip and most of 1.1 is done.
It seems to be a compatibility issue with Cauldron. I'm sorry but I won't be able to fix it. You can try Sponge which is still in alpha, but I haven't tested this mod with servers using those APIs. Sorry for the inconvenience.
Also you might want to get in contact with the mod author of Mo' Creatures, they have Werewolves as evil mobs and it might be a good idea to have mod compatibility between the two.
That would be a cool idea he should totally add that and maybe add other were creatures. Just a suggestion.
AcademyCraft, RPG Races Mod, Mythicraft, Ben 10 Mod, Minecraft: Omnihero
Hostile mobs being neutral to you?, because if I recall all hostile mobs attack you but not the werewolf mobs, even if they were tamed by you... Or is that already solved? And btw would you add the ability for werewolves to have knockbacks when they hit mobs and players? Because I found it more satisfying if I can send mobs or players flying just by hitting them once as a transformed werewolf(and werewolves tend to do that from what I know of).
I can not use night vision
can anyone tell me which button to use night vision
Hostile mobs will still be hostile while a werewolf, the exception is werewolves and dire wolves will be neutral if you're a werewolf, transformed or not. Tame ones will not attack unless hungry. However some of this will change in a later update. Also not all werewolves are aggressive towards players. As for knockback, it was planned but I scraped it for a couple of reasons. Since werewolves fight up close they don't always want knockback on and I didn't want to make another toggle just for it either. Instead some form of it is going to appear in future abilities.
It's in the werewolf menu, default key: K, in the ability tab (paw icon) and it only appears when you have 5000+ savagery.
I'll add those options in the next update.
I use a regular forge server.
Could berserk mode for the Werewolf form?
Life is a game... I have cheat codes enabled.
Hey are you working on the mod now if so I am having a problem with the skins here is a screen shot.
Other wolf packs are planned, it's already somewhat possible, but I push it back to be implemented with the werewolf villagers in 1.1.
A berserk mode for Werewolves, mobs and players, will make it in eventually.
It's a rendering conflict with something. What mods are you using?
He is using more player models it does that. That is why his sword is on his back when he doesn't have it in the Mine and Battle slots.
please update in January
Werewolf packs will be fleshed out more with the villager update, so ranks will be present in some form. There will be non-player packs with that update as well. As for additional mobs, I currently have no plans for adding additional prey entities for this mod, but I'll consider it as a potential optional add-on in the future.
When I run the game it just crashes! I just downloaded the mod! Is there anything I did wrong?
I need more information. A crash log would be helpful (put in spoilers or a paste bin with link), if not then the version you're using, the forge version. And list any other mods you're using.
For howling I'm adding a separate key for it with the option to still use the current implementation. I didn't want to add too many keys to press since lots of other mods require them as well but I'll give the option so players can choose. I don't want to spoil everything that's in 1.1, so from now on until it is close to done, I won't reply about suggestions unless it is a really good idea I didn't think of. But there are at least 7 new abilities & I'll just leave it at that.
Dude... this mod... is totally beast! Maybe my new favorite mod! I mean, seriously-- you can turn into a werewolf for crying out loud! That's awesome!
I do have a few minor suggestions, though- just a couple of things I noticed
Didn't see anything about the red overlay that pops up on the day before the full moon in the notes, and it scared the living daylights out of me the first time it came up because I wasn't expecting it. I see that it's way back in the changelog, but you might want to mention it in the guide so it's more visible
Second, maybe a friendly fire option to keep you from hitting your packmates unless you want to. This could be toggled, maybe via your werewolf menu, that if you don't want to be able to hit your packmates (barring, say, if they challenge you or whatever) you don't. I was lucky enough to find a werewolf buddy with low savagery on my first night out, but I must have slapped the poor guy at least three times by accident cuz he came after the same enemy I was hunting. So... a friendly fire option that keeps you from accidentally hitting your packmates would be cool XD
Otherwise, I love, love, LOVE this mod! I think it's so cool that you have a pack structure implemented/in the works- that's something I've wanted to see in a mod for a long time, and I never have until now! Also, it's so awesome that naturally spawning werewolves have their own likes/dislikes and attack different things- that is totally cool! And the ability to make custom skins? I haven't done any yet, but believe me... I'm gonna have so much fun with that!
It would be neat if at some point you could help level up your packmates, too- that would be awesome! I'm totally looking forward to the next update- keep up the great work!
I know, right?? And dude, this mod goes perfectly with my other canine mods- like Doggy Talents and I'm hoping it'll be compatible with DoggyStyle once that one's updated because then I could just have a huge wolf and dog fest and it would be totally awesome! I cannot wait for the next update (though I know modding takes time so no rush
)!
Some of them are fairly complicated, so I totally get it if you don't want to use them, but I don't know how far you've planned for this mod so I thought I'd toss it all out in case you want more material for the future 
Well I've been playing a lot longer and a few additional suggestions... feel free to take them or leave them, and I don't know if you're already planning something for any of these, but here are a few thoughts
-Definitely some sort of friendly fire option. It gets really dangerous when you whack your werewolf friends at a higher level... (I took off like 15 hp from one of my werewolf friends once by mistake when he teleported in in front of you...)
-The ability to make skins for Dire Wolves, too, maybe? And possibly different custom attributes for them, too (all the ones I've tamed have had the same attributes...).
-Maybe some sort of way to modify these behaviors? Especially ones that could be problematic, such as breaking down doors or hating water. One of my werewolf buddies hates water so I have to stand around and wait for him to find a water-free route half the time XD Perhaps there could be some kind of action you could perform to help them overcome their fear or something. For doors, there could be a way to reprimand them (maybe a growl button?) when they start to break it down. Or when they hunt down and kill your farm animals.
-Speaking of what they kill, maybe instead of having them only instinctively kill certain things even when tame, for a tamed werewolf you could choose to tell them what things are okay to kill (I dream of having a village with werewolves in it someday... unfortunately, one of my werewolf friends lists them as something he likes for a snack :P), so you could tell them not to kill animals or villagers, but you could tell them to attack any players or mobs that came in range. Or you could leave the choice up to them and they'd follow their natural behaviors. Perhaps this could be tied in to my next idea...
-Respect. Savagery is necessary to tame/befriend werewolves and Dire Wolves, but an Alpha needs respect, too. In addition to your savagery, which affects all lycanthropes, respect affects only your packmates. Respect is earned by things like being attentive to your packmates' needs and feeding them when they're hungry/hurt, hunting as a pack, etc. The more respected you are, the less likely your packmates are to turn on you if their savagery is ever higher than yours, because you've taken the time to bond with them and they see you not just as an Alpha, but as a friend. Also, packmates that respect you are more willing to obey you- like, if you implement my growling idea, respect could influence how effective your growl is. It might take 5 times of growling to teach a werewolf not to kill your livestock if you are not very respected, but only 1 or 2 if you have a lot of respect. You said you want to implement a ranking system in the future- maybe respect could be tied into this. If the Alpha is respected, lower ranking wolves are less likely to fight amongst themselves. If the Alpha isn't very respected, quarrels will be more common and the rest of the pack will struggle to work as a cohesive unit. Or something. If a lycan in the pack dies, the Alpha's respect decreases dramatically, as it is his/her job to keep the pack safe and they have failed to do so... which is another reason you should make sure to keep your pack well-cared-for.
-More states for your packmates. It's good they have the wander ability currently, so that they're not following me on all my adventures, but maybe a guard option, too? Where they stay in one place and attack any hostile (or non-packmate) that comes within x number of blocks of them. If respect is implemented, maybe the level of respect for the Alpha could unlock this, and possibly other additional actions.
-Howling causes any of your packmates that are currently loaded in the map and are in the "follow" state to instantly teleport to you if there's enough space. This would be handy for getting packmates that are stuck unstuck.
-Werewolf young. Occasionally you could find a family of werewolves that spawn in a small cave or something- two parents and 2-5 offspring or something. The parents would be hostile to any player or npc werewolf that came by, but could be befriended by earning their trust (by feeding them, killing mobs in the range of their den, etc.). Possibly two werewolves that are in the same pack could also marry and have young (with the Alpha's permission). Perhaps some sort of system to tell a werewolf's lineage if they have it (and to prevent any... awkward... situations... by telling which other lycans are their family).
-With the addition of young (if you add them), maybe genders? These wouldn't do much except show up in the lycanthrope's menu and determine which lycans could marry if they wanted.
-Naming option. This would be like using a nametag, but wouldn't require the item. Werewolves are intelligent, being part human, so it should be easier to name them than a non-tamable mob. Maybe they could even start with names (after all, werewolves were once humans, too!), but the player could change these if they wished (and had the respect, if respect was implemented) (configurable).
-Free-feeders. A block that could be placed that allows your pack to get stored food out of it- must be placed 1 block above the ground for werewolves to reach it, and on the ground for Dire Wolves to reach it.
-I know you're planning on implementing other packs, and I'm not sure how you intend to do it, but it would be cool if you could influence relations between packs by interacting with their Alphas. Packs could have defined territories, which they defend (some more aggressively than others- depending on the personality of the Alpha), but if you get on good terms with their Alpha (perhaps by bringing gifts, etc.), you may manage to ally with their pack. Your relationship with each pack can vary- you may be friends with one and enemies with another (like with villages), but your overall status toward the packs you encounter is calculated and placed on a reputation meter. Mostly friendly relationships will make the meter lean toward "Diplomatic", on one side, but having many enemies will make you lean toward "Warmonger", on the other side. Your reputation precedes you- be wary of being too warlike, because new packs you encounter will know your tendencies and react accordingly...
-Perhaps your actions could influence whether or not villagers would flee from you. It makes sense for animals to run, but maybe if you spend a lot of time in a village trading with the villagers and protecting them, they would come to accept your wolf form. Whether you want to use this to actually form a solid relationship with the village or betray them while they're not expecting it would be your choice...
Then again, if you're adding werewolf villagers/villages of only werewolves, you might not want to implement this- if you're wanting to keep to the idea that villagers fear werewolves and exile anyone of their number who is turned...
-Werewolf hunters? These guys spawn rarely in villages and sell stuff with the Wolfsbane enchantment, as well as silver-tipped arrows (maybe- or possibly arrows poisoned with Wolfsbane) that do extra damage to lycans. The only way to obtain silver-tipped arrows is through trading with a werewolf hunter, as silver isn't really in the mod (unless you ever do want to add it lol). If a werewolf ever ventures into the village, they will attack it and try to kill it if they can- making it dangerous to enter a village in werewolf form.
-This is a must-have at some point. There should be some way of keeping packmates from dying permanently. Maybe this could be a slot in their GUI where you could place a certain item (that could be expensive to make), but... it's needed. Just lost one of my favorite packmates in a lava pit, and... yeah, it stinks...
Keep up the awesome work! 
I think that's it for now... these are just a bunch of products of my overproductive imagination XD Don't feel obligated to use any of these- I just thought I'd throw them out here in case you do want to use any of them, or in case they spark new ideas for you