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Sustenance is essential in order to survive the harsh wilderness, whether Yellowstone or elsewhere! The player will need to be prepared to hunt to feed their wolf and its packmates, or else find leftover carcasses to scavenge from in order to survive through hardship.


In WolfQuest: Anniversary Edition, the player's wolf badge is now populated by a total of five bars. Of these, the red meter (health) and orange meter (hunger) are critical aspects of sustenance. If the hunger bar is 50% full or greater, health will gradually recover over time or while resting, and will do so much faster while sleeping. With less than 50% food reserves, health regeneration and injury recovery are drastically hindered.

Once a litter of wolf pups is born, wolves may overeat to fill the added length to their hunger meter, though this supply will decay faster. This is explained as it being a supply with which to feed pups instead of keeping it for oneself. Under normal circumstances when wolves aren't raising offspring, it will only be possible for wolves to fill their stomach to its normal maximum capacity of 100%; any attempts to overindulge past this will be prevented until its reserves begin to burn off.

In multiplayer, players can utilize a quick heal function to restore their wolf's health at an accelerated rate in short bursts, but doing so will drain food reserves.

In WolfQuest: Classic, the player's wolf badge is populated by two bars in Amethyst Mountain and Lost River during the first episode, and four during the Slough Creek episode. Of these, the red meter is the shared stat combining both health and hunger.

Consuming food will replenish any lost health as the wolf eats. Filling this meter will prevent the player from consuming more food beyond maximum capacity in the first episode. In the second episode, a wolf may overeat to fill a second meter utilised as food for pups only after their litter has been born. Taking damage instantly depletes health by set amounts based on the damage received, and not eating for a prolonged period of time will cause the stat to slowly decay.

In Legacy versions of WolfQuest, the player's wolf badge is populated by two bars during the first episode and four during the second episode. Of these, the red bar is the shared stat for both health and hunger.

Consuming food will gradually replenish health as the player eats. Filling this bar will prevent the player from consuming more food beyond capacity unless playing the second episode after pups have been born. Taking damage or not eating for a long period of time will cause the stat to decay.



Food[]

In the Anniversary Edition, wolves are strongly portrayed to be carnivores whose diet is predominantly rich in prey carcasses. The player should expect no less from their role as a predatory animal and they will need to be prepared to kill prey animals in order to feed their wolf and its pack to continue surviving.

In keeping with the real-world setting, Yellowstone wolf research suggests they have a preference for the food-rich ungulate populations throughout. Among the numerous elk herds, the player-wolf may encounter solitary moose, mixes of lone and small groups of mule deer, and small groups of bison. Of the less-significant prey, the player may choose to hunt beavers and snowshoe hares, or find occasional chunks of meat or more rarely fish dropped by eagles. Generally speaking, the bigger and more dangerous the kill, the better the food source it offers and longer it will last if enough effort is put in to defend it against scavengers.

Certain competitors can be killed, however the few that the player is able to bring down cannot be consumed. The meat of a predator is not the same thing as the meat of prey, thus wolves do not kill them for consumption in the real world. Their carcasses serve only as evidence for bragging rights.

In Classic, wolves are carnivorous competitors, whose diet is dependent upon the food-rich carcasses of ungulates such as elk and moose, or they may hunt smaller mammals such as hares among other critters not depicted in-game. Each of these creatures offers a different challenge. Although bigger prey can be tedious to tackle, the risk is often worth the reward after a successful hunt. The bigger and more difficult the kill, the better and longer-lasting its food source will be if the carcass can be adequately defended.

According to research, predators in Yellowstone National Park do not kill to consume other predators. The corpses of stranger wolves, coyotes, cougars, and foxes are suitable only as personal trophies.

In Legacy versions, wolves are carnivorous predators, whose diet is dependent upon the food-rich carcasses of ungulates such as elk, or they may hunt smaller mammals such as hares among other creatures and critters not depicted in-game. Although bigger prey can be tedious to tackle, the risk is often worth the reward after a successful hunt. The bigger and more difficult the kill, the better and longer-lasting its food source will be if the carcass can be adequately defended.

According to research, predators in Yellowstone National Park do not kill to consume other predators. The corpses of wolves and coyotes are suitable only as personal trophies.


Thirst[]

In the Anniversary Edition, wolves can drink from any source of water including (but not limited to) streams, ponds, lakes, rivers, creeks, reservoirs and dams. Doing so provides a small gain of 5% to the Hunger meter and also gives a temporary Stamina (green meter) boost which lasts for around five minutes before wearing off and causing the Stamina meter to shrink back to its normal length; drinking again a short time later after the boost has worn off will again "feed" and reapply boost.

There is no thirst system implemented into the game, meaning the player-wolf is never required to drink in order to survive. (See Trivia.) It currently stands as a simple beneficial pick-me-up for tired wolves and is most convenient while in any area with a suitable source of water.

Interestingly, it is possible to survive on any difficulty just by drinking water before every nap. On Easy, food % will maintain and can gradually rise. On Challenging and Accurate, the wolf will eventually settle between 8-14% food. This is because food % decays much slower once it reaches 10%. However, this method of survival of not ideal while raising pups.

In Classic, wolves are unable to drink from any water sources. There is no stat to accommodate thirst, thus it is not an immediate requirement to survive. (See Trivia.)

In Legacy versions, wolves are unable to drink from water sources. There is no stat to accommodate thirst. (See Trivia.)


Gallery[]

Anniversary Edition Gallery

Contributions for Sustenance in the Anniversary Edition are welcome in this gallery!

Classic Gallery

Contributions for Sustenance in Classic are welcome in this gallery!

Legacy Gallery

Contributions for Sustenance in Legacy versions are welcome in this gallery!


Trivia[]

  • Because there is water in meat, real wolves tend to stay hydrated from the prey they consume. This helps to negate the need for them to seek out sources of water.

Anniversary Edition Trivia

  • Thirst has been a long-standing popular request over the span of WolfQuest's development. It was finally added in WolfQuest: Anniversary Edition after first being teased in a developer's blog.[1]
  • AI has an aversion to water — left with no choice but to traverse it, all NPCs can swim or wade across deep water or else will walk, trot, gallop or sprint over shallows. However, they will never drink from any water sources.

Classic Trivia

Legacy Trivia


References & External Links[]

  1. wolfquest.org • By Popular Demand...Hydration! developer's blog, posted 2-Jun-2017 by loboLoco.]


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