WolfQuest: Anniversary Edition

WolfQuest: Anniversary Edition

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The Moth Apr 27, 2022 @ 1:06am
Accurate *Survival* Is Extremely Boring.
TL;DR: I love WQ and I love its realism. I think the way illness is handled makes caring for sick pups extremely boring if you truly desire to do so. I'd love to see illness tweaked to either be more dependent on the players' skill in handling this disaster (like all others) or be more interesting for the sake of gameplay

Factors going in:
My wolf: Youthful prowess, Kk, strength-based
Her mate: Great personality, kk, never leaves pack due to den choice
Primary food: Beavers. I ambush them and stockpile when possible, and it all takes place on the same hex tile as our "den"
The den: A patch of grass by a very popular river, we technically had none
The territory: 2 hexes on each side of the central den hex. I stopped maintaining it later on out of conscious choice because it stopped mattering to me
The pups: 7 of them. 6 got sick, the vast majority were extremely close calls.
My primary issue: Doing nothing because I stubbornly wanted every pup to survive despite the odds, having a Kk/kk pairing
Things I learned: Pups' chance to fall ill doesn't change between difficulty settings apparently / Kk/Kk pairs are better for healthy litters / Less diversity ironically means less illness by way of less pups / RNGesus has a personal vendetta against me in this game

The original post:

Now, I thoroughly enjoy this game. It's fun alone, it's fun with friends, and it makes for some great stories. The gameplay is |*| varied and it forces me to coordinate, strategize, and take risks like no other game quite does for me. It's even pushed me to try harder difficulties, and that's been *fun*.
Easy was great for casual gameplay, and Challenging was great for, well, a challenge. I was excited to try Accurate because it felt like my sort of playstyle. Shorter, riskier hunts with more tension on the sides.
Except it wasn't.
And it's because of illness, of all things.
I think the illness mechanics sound great on paper, when I first tried the game I even thought pups didn't get sick enough (considering they're crowded together with travelling parents facing stress and cold all the time).

I started my Accurate run with a 4-star diversity mate (who has a GREAT personality) to increase the chances of my pups recovering when they, inevitably, fell ill, knowing that this would also increase my litter sizes. The increased litter size was a challenge I also *wanted* to face however, since it would make me hunt and run around more which would encourage territory marking, something I'm notoriously bad at remembering to do.
So I put my hands together and prayed for a 5-pup litter.
I got 7.
My luck, while terrible, made me determined to succeed this run. I was going to finish this with all 7 pups alive and mostly well. I stockpiled as many beavers as my health could handle at the den with my mate and marked territory that fell towards 80% so I would have some breathing room if I needed to stay at the den for a while. And for the first couple pounds, my pups were doing great. My territory was strong, my health was usually above 70%, and my pups were always well-fed. |*| At some point fleas made me really worried I was going to get stuck between a rock and a hard place, so I |*| moved my pack down to the river where I was getting the beavers to live nomadically. Then, the first illness hit. Thankfully, I was well-prepared, but sleeping would mean risking the pup's life (since it dropped quickly over that time and the benefits of being nearby didn't apply while sleeping). So, I had to wait. And wait. And wait. My territory was starting to suffer a bit when the pup finally recovered, so I took that chance, hunted a few more beavers, started marking territory, and felt refreshed by the freedom. Then, when I was finishing up a few of the last tiles, another pup got sick. So, I rushed back home and repeated the process. But the thing was, just before my second pup got better, a THIRD got sick. Then, the second got better and a fourth followed suit. Since my pups were ~8lbs there was not a moment of relief between illnesses. I have been home, not sleeping, hardly eating, never going out to mark territory. I have not gotten the opportunity to hunt, and for the vast majority of my playthrough |+| I've just been... sitting. At first it was very tense keeping an eye out for predators. And then predators became a joke. I didn't even need to bite most and just spun around growling to scare them off. Wolves were a constant presence due to my fading territory, but never a true struggle thanks to using my mate as a distraction. My biggest threat were herbivores, who decided that they COULD NOT CROSS the river unless they crossed DIRECTLY where I was. I have had several (2 cows, 1 bull) moose just stand in the water for DAYS, inching forward ever so slightly until they decided they could become aggressive towards me and my pups instead of moving 4 feet to the left. Of course, as there are no dens next to rivers as far as I'm aware, this was probably just buggy AI at work. My fault for stopping here.

I developed a formula. Sit, tab out into a browser and watch youtube, pray for a Recovered Pup jingle. Get one, feel excited, sleep for the first time in several days, and then stare in dismay as a Sick Pup jingle played in my sleep, marking the next long, long wait. Reopen youtube, rinse, repeat.

Obviously, this wait was not how the game was meant to be played, and I was hinging this playstyle on features (denless living, biting but letting go before doing damage to predators, etc) that probably weren't meant to be features. Except this *WAS* how the game was meant to be played, according to the tutorial boxes at least.

When a pup gets sick, you're told that to increase chances of it recovering you can stay with it to increase chances of recovery, which is displayed as a glowing pawprint on your HUD. But it "may just die" anyways.
So, in order to ensure the most likely survival of your pups, you *SHOULD* stay near your pups. The survival of your pack is the point of the game. And it's not like illness is a sign of weakness so you can just let the frail perish for the good of your pack either, no. I've never had a small or weak pup get sick before any of its siblings. Not in Easy, not in Challenging, and not in Accurate. So, logic follows: Stay. With. The pup.
If you don't, it's *your* fault it dies in the end. Because you didn't put the effort in to save it.

And if you don't give in and let the sick pup die of illness? You, not your wolf (although it gets it fair share too), YOU get to suffer for it. You sit and let the hours tick by, you watch your territory fade, you watch your hunger worsen. As pup after pup after pup gets sick and starts a train of decay that never seems to end.
And at the end of it all, your pup may just die anyways.

The realism in this game is commendable. I like that a lot in video games. I like the brutality and the depth it gives them. I like how the kicks hurt and make you retreat to lick your wounds and really think about the scenario you've been placed in. I like watching other creatures also contend with that reality.
But the way illness works in this game is NOT realistic. Unless my pups are all contracting sentient, genetic brain rot that moves from host-to-host to evade their immune systems. If all of my pups are to get sick (which 6/7 have as of time of writing), they should probably catch it somewhere around all at once, since they're all stuck in their disease pile together as I woof them away from predators. I don't understand why the game's RNG feels the need to do this song and dance one at a time. Perhaps so I could just pick my least favorites and let THOSE die? But what if I'm still trying to NOT kill any of my pups? And if some are supposed to, absolutely unavoidably, die, then WHY? Why is it essential for this mote of realism to shine through? Some wolves break their legs too badly to walk after falls or being attack and never recover, eventually starving to death. Sometimes those injuries make way for dangerous bacteria that kill the wolf through its weakened immune system. I don't think that's making it into the new injury update. Because it's not fair, and it's not fun. You could be the most skilled, elderly ironwolf in the land and one instance of RNG could wipe all of that. Just like in real life.

So why is it that pups' illness can do the same? Why does it not matter the skill of the wolf, the dedication of the parent, if some pups will die regardless of the amount of time you put into being there for them? Why does this mechanic require you to sit around a stagnant nest watching the same animations and chasing away the same predators when you could be hunting, exploring, and living the life of a wild wolf?
If illness is so absolute and unavoidable in the survival of your pack, why is nothing else?
You can be great at hunting, managing territory, chasing away predators, and handling disasters as your den and pack faces them. But you can't be good at illness. Illness is, in the current state of things, doing nothing and having a tiny chance of failing anyways.
In Easy you can ignore it entirely. In Challenging you know that at least it will probably pass quick enough for you to get plenty done in between bouts, or kill slowly enough to take time away from sick pups.
But in Accurate mode survival, if you really want to succeed, you never hunt, run, or live the life of a wild wolf. You probably sit and watch youtube while it plays in the background. Either that, or you feel |*| the direct responsibility of your pup's death.
It's so, terribly boring. This will be the last Accurate run I do in this patch of things, and I will save it for when Tower Fall comes. I loved the gameplay, but I hardly ever got to experience it.
And yeah, sometimes in the wild pups don't make it. It's not the parents' fault, that's just how life is. But this is a video game meant to simulate that real world, not envelop it. You don't feel the bitter cold through your computer. You don't feel the pain of preys' hooves on your arms and legs. And it's not fun |*| to sit around and fail because the world told you so. Good challenges don't mean that you'll win the game less; it means that you'll have to work harder to succeed.

TL;DR/j: Someone please tell me pup sickness is being changed in the future I've run out of rainworld let's plays to watch

UPDATE: I finished the game. All seven pups survived, the lowest having gotten to 6% health before recovering from illness. [Insert tired noise here]

Bonus Key:
  • |*| - Times I stopped during typing this to chase away predators.
Last edited by The Moth; Apr 27, 2022 @ 2:17pm
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Showing 1-15 of 24 comments
The Moth Apr 27, 2022 @ 1:21am 
Update:
Since predators don't seem to spawn while others are still attacking, I have kept one around. A cougar that swims constantly back and forth across the river beside my grass den but never attacks due to how terrified it is of my wolf and her mate. Its name is Coogies. Now, I don't even have to pay attention to predator attacks!

Update update: Coogies swam too far and ran away from home. She will forever be missed.

Another update: I managed to finally reach another point where no pups were sick. I took my mate and went on a baby-hunting spree and traveled to a rendezvous site. We had a well-deserved nap, and everyone's at 100% hunger again. We also managed to reclaim and replenish our territory
Last edited by The Moth; Apr 27, 2022 @ 3:40am
AbelWolf076 Apr 27, 2022 @ 1:47am 
Honestly, I don't know how you feel considering I don't mind the illness in Accurate but...I find it pretty dumb that you forced yourself to stay at the den and wait while you starve to death and not be able to hunt or anything.

My strategy for dealing with illnesses is try to spend time with pups that are sick first thing, hunt, mark then go back, spend time until my sleep completely depletes and then sleep. Before the "carrying a pup will deplete your stamina" update, people would grab the sick pup and carry it around the territory on marking disputes which seemed smart but...if you had other sick pups, what would you do then considering the game doesn't let you carry more than one pup.

You can still kind of do this but it's less likely to work. Also, there was a glitch in the game where the illness would never come about but that was fixed and adjusted, this could just be bad RNG for you considering the RNG varies between player to player, some have Bad RNG, some have Good RNG or it's a mixture of both.

Though, my condolences you had to go through this. Maybe try my strategy, I'm sure it'll be easier on you.
The Moth Apr 27, 2022 @ 1:55am 
Originally posted by AbelWolf076:
Honestly, I don't know how you feel considering I don't mind the illness in Accurate but...I find it pretty dumb that you forced yourself to stay at the den and wait while you starve to death and not be able to hunt or anything.

My strategy for dealing with illnesses is try to spend time with pups that are sick first thing, hunt, mark then go back, spend time until my sleep completely depletes and then sleep. Before the "carrying a pup will deplete your stamina" update, people would grab the sick pup and carry it around the territory on marking disputes which seemed smart but...if you had other sick pups, what would you do then considering the game doesn't let you carry more than one pup.

You can still kind of do this but it's less likely to work. Also, there was a glitch in the game where the illness would never come about but that was fixed and adjusted, this could just be bad RNG for you considering the RNG varies between player to player, some have Bad RNG, some have Good RNG or it's a mixture of both.

Though, my condolences you had to go through this. Maybe try my strategy, I'm sure it'll be easier on you.
I didn't know about the pre-stamina nerf strategy! That would've been hilarious to try in this run. Your strategy also usually works out for me in challenging mode, but I've been having REALLY close calls and I'm scared to waste a bunch of time risking it. Sunk cost fallacy, or something. And my pups haven't starved yet- I generally risk a nap every transitional period (one high-health sick pup, one that just recovered) to grab a meal and bring it back to the den, and all of my pups are currently above 80%.

RNG is absolutely against me though, yeah.
Luna of the Night Apr 27, 2022 @ 5:33am 
I've never seen a pup get well until they're under fifty percent, so until they hit fifty percent I do whatever I need to do with sleeping, hunting, and marking. Then I raise affinity all the way, feed the pups until they're full, and then wait without sleeping, making sure to keep the pups fed and affinity up. I either keep food at the den or hunt down an elk nearby. If my wolf's stamina gets really low I'll go into the den with them. Yes it makes the fleas rise, but I usually stay at two different dens before the pups hit fifteen pounds anyway. If we're in grass and I'm low in stamina I'm careful not to engage with enemies too much and just chase them off. This has always worked for me except for one time when I didn't realize that the sick pup had moved into a grass patch away from me so it didn't get the boost.

I can understand the frustration. Once I had three sick pups all at the same time in different stages of the illness. Pups get sick a lot more now than they used to. I play around on my tablet while waiting for a pup to get better. It IS boring so I wish sick pups would get better faster.
The Moth Apr 27, 2022 @ 6:05am 
Originally posted by unicorn92243:
I've never seen a pup get well until they're under fifty percent, so until they hit fifty percent I do whatever I need to do with sleeping, hunting, and marking. Then I raise affinity all the way, feed the pups until they're full, and then wait without sleeping, making sure to keep the pups fed and affinity up. I either keep food at the den or hunt down an elk nearby. If my wolf's stamina gets really low I'll go into the den with them. Yes it makes the fleas rise, but I usually stay at two different dens before the pups hit fifteen pounds anyway. If we're in grass and I'm low in stamina I'm careful not to engage with enemies too much and just chase them off. This has always worked for me except for one time when I didn't realize that the sick pup had moved into a grass patch away from me so it didn't get the boost.

I can understand the frustration. Once I had three sick pups all at the same time in different stages of the illness. Pups get sick a lot more now than they used to. I play around on my tablet while waiting for a pup to get better. It IS boring so I wish sick pups would get better faster.
Good strats, I've never really had stamina issues though. Probably because my wolf is only -1 in stamina. My respect goes out to you for that 3-sick-pup run though. They really do get sick faster now, although most illnesses seem less dire. Or maybe I was just (still) really unlucky back in the day.

Edit: I've been at 0% wakefulness for so long I forgot that sleep effected the stamina bar for a second there
Last edited by The Moth; Apr 27, 2022 @ 6:28am
Luna of the Night Apr 27, 2022 @ 6:26am 
Since I don't sleep after the pup hits fifty percent eventually the stamina runs out simply from staying awake for so long. But after the pup gets better then I sleep to make it rise again.
Last edited by Luna of the Night; Apr 27, 2022 @ 6:28am
Zenith ⛧ Apr 27, 2022 @ 7:26am 
i'm going to be honest, i do not have the time or will to read your entire post, it is way too long and i think you could've shortened it a lot to just get your point across. but, you're clearly having issues balancing your own needs and your pups needs.

let me put it to you this way- your pups cannot survive without you, so you need to tend to your vitals and territory before you tend to the pups. do not waste your time sitting at the den, not eating, not sleeping, and letting territory decay. you are setting yourself up for failure. sure, put a little bit of extra time aside from marking to spend time with the pup, but you should not be neglecting yourself, your territory, and your other pups (including the sick pup- nobody is eating so they're all suffering). Instead, spend time with the pup until it gets to around 50-70% wakefulness, then either sleep or woof in the den so you and your mate can go hunt, or touch up territory. i don't understand why you're sacrificing so much.

i also noticed you said you marks when territory was getting to 80%... please don't. You only need to mark when the majority of your territory is lower than 50%. you will stress and burn yourself out if you are constantly doing territory work, especially on accurate.

illness on accurate is not as dangerous as you make it seem. but, if you can't get that out of your head, maybe don't play accurate. stick to challenging. from the looks of it, i don't think you're fully ready to play accurate.
airgid-sionnach Apr 27, 2022 @ 8:10am 
This is why I recommend a Kk x Kk pair. They are way less likely to get sickness, and I have had most of them recover since I can afford more time. Having 1-4 pups is much better than 7.
The Moth Apr 27, 2022 @ 8:22am 
Originally posted by ➤ rat !:
i'm going to be honest, i do not have the time or will to read your entire post, it is way too long and i think you could've shortened it a lot to just get your point across.
There was a TL;DR but for some reason I put it at the bottom of the post (and it was mostly a joke at that point)
Originally posted by ➤ rat !:
do not waste your time sitting at the den, not eating, not sleeping, and letting territory decay. you are setting yourself up for failure. sure, put a little bit of extra time aside from marking to spend time with the pup, but you should not be neglecting yourself, your territory, and your other pups (including the sick pup- nobody is eating so they're all suffering). Instead, spend time with the pup until it gets to around 50-70% wakefulness, then either sleep or woof in the den so you and your mate can go hunt, or touch up territory. i don't understand why you're sacrificing so much.
At first I did care about territory, but after a while I learned that the stranger wolf attacks increasing didn't do much to me, so I let it drop in favor. I kept my pups fed through beavers, and much later on baby ungulates. So don't worry! They're alright. My mate, however, could not leave. Because I was denless, his AI was to stay with the pack to "keep it moving" despite the fact we never moved.
Originally posted by ➤ rat !:
i also noticed you said you marks when territory was getting to 80%... please don't. You only need to mark when the majority of your territory is lower than 50%. you will stress and burn yourself out if you are constantly doing territory work, especially on accurate.
I didn't do that the entire run, that would be REALLY excessive. I did that in the very beginning because I was preparing more leeway to stay at home when I would need to. It also kept me busy. In the end, the diligence payed off. Most of my territory survived by a little less than 10%
Originally posted by ➤ rat !:
illness on accurate is not as dangerous as you make it seem.
A couple of my pups survived by less than 10% of their health with all of my work put in- I honestly think they would've died if I let myself walk away to mark all of my territory up and sleep consistently.

All in all, I appreciate your words, but reading the post would've helped. I can understand why you didn't, though! It's a bit of a novel. My complaint isn't that the game became difficult, it was that the game became boring. I was succeeding by a thin margin, I just wasn't having fun doing it.

Originally posted by airgid-sionnach:
This is why I recommend a Kk x Kk pair. They are way less likely to get sickness, and I have had most of them recover since I can afford more time. Having 1-4 pups is much better than 7.
I'm honestly not sure how to tell apart Kk from kk, but my wolf was deep, black-brown and her mate is bleached white with a brown head. I thiiiink they fit the requirements, but you're right, this would've been way easier if I had a smaller litter. I'm just dedicated to large ones so they get hungry faster and I can hunt more
airgid-sionnach Apr 27, 2022 @ 8:26am 
Kk x Kk is when both wolves are genetically black. You can always check your wolf, but you don't know if your mate is.

Wolfquest has some vids that explain it in a very simple way. Some skins (like the one you say your mate is) is always grey, or kk. Not all "black" skins are Kk, and some "grey/white" skins are Kk, so I just memorize them.
Sass Apr 27, 2022 @ 8:46am 
Hi, I'm sorry you're having trouble! I personally like to play on accurate, so I'd like to clear some information up for you that you may find helpful (or just as an explanation on some mechanics).

Difficulty — The difficulty has no effect on the rate of pup sickness. The only single change that exists between difficulty and sickness is that currently pups will never die from sickness on easy difficulty; challenging and accurate are exactly the same regarding sickness, so this bad luck you're having on your accurate run is just that, and not a result of playing on accurate rather than challenging. One thing that does affect pup sickness though is the parent's coat genetics, (which I see others have mentioned above while I was typing) which you can read a bit about on the Raise Pups[support.wolfquest.org] article:
Originally posted by Knowledge Base:
Some pups are more susceptible to illness.

All pups with two gray-coated parents, and roughly half the pups with one gray and one black parent, will have gray coats and average resistance from diseases. (In terms of the K locus, they are kk -- watch videos linked below for explanation of the K locus.)

Most black-coated pups with two black-coated parents will have higher disease resistance (they are Kk). Occasionally a black-coated pup in such a litter will be very vulnerable to disease (KK) and likely to die at some point. However, these litters are likely to be smaller than those with gray-gray or gray-black parents, as some of their KK pups will have died before birth.

Territory — There are some pop up dialogs that display warnings when you mark hexes above 50% strength, because a lot of the time, you don't need to. Players had some trouble with this in the past, and so that's what the hex ring that indicates a strong hex (any hex over 50%) is for. (But again, I see this has been mentioned above while I was typing)

Spending time with pups — As you saw from the game, you can spend time with pups, but it only helps them to have a higher chance of recovery, and never guarantees it. Personally, I don't go out of my way to do this, because as you said, I don't find it too terribly exciting, and much of the time I have other pups. While it sounds like your main issue was with this and sickness, it also sounds like all seven of your pups survived, but I can understand why so much sickness must have been frustrating. These quotes from a developer discuss some of the reasoning behind sickness and pup death with regards to RNG in the game:
Originally posted by loboLoco:
To clarify: A high-diversity mate is good to have, but certainly does not mean your pups won't get sick. They will absolutely get sick. Sickness and malnutrition are the main causes of death for pups under six months of age. Pups were not dying often enough in the game, so the recent patches have increased those odds (and we really should try to make malnutrition a real threat as well).

Best diversity is a gray (kk) parent and a black (Kk) parent, which means your pups each have a 50% chance of being gray (kk) or Black (Kk). That means roughly half of them will be kk, and will have average disease resistance, which certainly means they are likely to get sick at some point, and half will be Kk, which means they have higher disease resistance -- they still certainly could get sick, but are less likely to die. See the Punnett Squares in this devblog post: https://store.steampowered.com/news/app/431180/view/4579554195993169512

There have been anecdotal observations of wolf parents spending time with sick pups, so we made that a way to improve the odds of survival -- something of a compromise between realism and gameplay. We are still tweaking various odds with pup sickness, but it will definitely remain that pups get sick and sometimes die. IRL, it's extraordinarily rare for all pups in a litter to survive those first 6-9 months, and in addition to being quite unrealistic, it would also cause problems down the road in the game.
Originally posted by loboLoco:
Yeah, we totally understand that. However, in real life, wolves cannot exert much influence over whether their pups die from sickness or not (except keeping them healthy in general, which we have as part of the sickness mechanic). Obviously WQ is a game, not real life, but we strongly believe that this is an important aspect of wolf life that we do want to represent in the game. The companionship effect gives you some influence, albeit limited, and that's as far as we are comfortable with pushing it. By no means is it a great example of game design, but that's not its purpose, and it *is* serving the larger goal of the game.

It's also important to keep in mind why wolves (like most animals) have large litters -- because some pups will not survive, despite the parents' best efforts. If we eliminated death-from-sickness, we'd have to reduce the litter sizes to account for that. We decided that we'd rather have death-from-sickness, as upsetting as it can be, along with larger litters, because that is a better representation of a wolf's life.
PhantomX Apr 27, 2022 @ 9:20am 
I play almost exclusively on accurate and not had this issue. i usually get on average 3 sick pups, sometimes more with larger litters. for starters 2 black wolves, as mentioned, are more likely to have more disease resistent pups while having less pups. 7 tells me you had a high diversity with 2 grey wolves more then likely. more pups and average resistence means you'll have more sick pups.
But DO NOT sacrifice the wellbeing of your wolves or your other pups for a single sick pup at any given moment, and let a few hexes get a little weak if thats what it takes, yes spend whatever free time you can manage with a sick pup, but spending time only increases the chances of recovery, it does not guarantee it, and you're likely to lose at least one pup.
personally i think keeping your pups well fed can also help them recover, and if you've been doing a lot of hunting, you should have a carcass or two you can run to for a quick snack so you have more time as well. let the hexes fall to between 30-60% and very rarely the mate can help too, which will help a little bit when it does happen. it honestly feels like you're playing at 2 different extremes, try to find a useful balance for you, and if your pup dies it is not your fault, thats just the way it goes sometimes even when you do your best, there is no guarantee recovery for illness.

Something else i do that i'm not 100% effects illness rates is putting the pups in the den when the weather is bad, there's some hints that pups need shelter from bad weather and while i'm not positive it helps, it does give me an excuse to tuck the pups away and spend time with my mate. plus if weather is bad and theres a sick pup you can rest in the den with them, that's especially useful if you have more then 2 sick pups, just keep an eye on fleas.
It's a lot to keep track of
cutecabaret Apr 27, 2022 @ 11:58am 
So, a couple things to note:

1. Staying with a sick pup doesn't guarantee its survival no, but unless the devs changed something last time i did a naughty thing i cannot repeat here, staying with a sick pup helps IMMENSELY. By a lot. But it can still fail. That being said, what I usually do (granted I haven't touched accurate in a while) is loaf around with them until their energy reaches the point where they sleep. (I used to wait for the lullaby music as a cue but i keep forgetting to report that glitch that it doesn't trigger consistently anymore. Oops.) Then I sleep/hunt/mark. For the most part, most of my pups on challenging have survived, except maybe one or two where I may have neglected them more than I should - because I just recently learned that a lot of us are probably being overachievers and that pups don't even count as hungry until 50% hunger. (Although if that is the case, I don't know why my mate will feed them at 80 when I wake up from a sleep cycle.)

2. HOWEVER. I do agree with you that the way sickness is handled in this game is kind of...very bad game design. For the first issue, the fact that there is ALMOST (to a degree) nothing you can do once a pup gets sick is a problem because every other risk of death in this game gives you player agency. This doesn't. It's entirely RNG based, and player actions to some degree have absolutely no impact on the final outcome. I say almost because it turns out that staying with your pups does indeed help a lot! The problem is 1. it's boring, after a while, not engaging gameplay at all. 2. The game is not very clear about when other aspects of a wolf's life are in dire need of attention EXCEPT maybe territory. I realize the point is to make you choose between hunting and territory and caring for a sick pup, but given the insight I got in another thread that we may have been doing all this work for nothing, it feels like we're not being given enough information to make proper hard choices. 3. The mate issue. The fact that you cannot consistently rely on your mates to pick up your slack while you stay home (which, again, from what I am learning, is actually because the player does not get the information that controls to what point does your life have to be falling apart before your mate helps you) makes it even harder to judge when or if you should leave a sick pup to take care of things.

3. No shade to the devs. I absolutely love this game to death (which is why these few things frustrate me to no end.) but what they choose to gamefiy and what they choose to stick to realism for is baffling to me. If they are trying to go for ultimate tug on the player's heartstrings, the way of handling sickness is actually not a great idea, because having a pup die because you as the player made a fatal mistake is way more heartwrenching and impactful than RNG killing a pup and there was nothing you can do about it. The fact that this is the ONLY thing in the game that takes away player agency also really kind of...ruins the flow of the game, imo. It's jarring and disrupts the tone a little. I know that not all wolf pups survive but first, this is a video game, and player skill should be rewarded with better outcomes, regardless of how realistic it is. Wolves sleep most of the day too but that was tweaked because it's bad gameplay. Second, the saga isn't even out yet. If the devs are trying to make it so that less wolf pups survive for performance reasons by the time the Saga is out, maybe tweak the max number of pups a litter can have instead? And be upfront that it's for performance? And yeah, given the Saga is not out yet, I don't actually see what the problem is for all 7 pups to survive on accurate if the player is skilled enough, because I assume that the Saga is going to have even more hazards for AI controlled pups and a few of them will probably die in the next part to begin with. More wolf pups that survived this first part actually makes it MORE challenging for players in the next part, which is GOOD.

My suggestions to fix the illness thing is actually just...be transparent about when you should mark or hunt, and work on making mates pick up the slack. It's never happened to me because I apparently overachieve, but I still hear stories of people letting the territory decay to almost nothing and the mate doesn't help at all. The odds of a pup dying if you are with them are actually pretty satisfactory to me, which is as much player agency I think you can possibly give for this situation. The only thing that I suppose you could tweak, somehow, is make staying with a sick pup a little less boring but I don't want increased predator attacks or anything, so I'm a little stumped on how you would be able to make that more engaging. More pup to parent emotes, I guess?
💫Fable💫 Apr 27, 2022 @ 1:22pm 
Originally posted by cutecabaret:
So, a couple things to note:

1. Staying with a sick pup doesn't guarantee its survival no, but unless the devs changed something last time i did a naughty thing i cannot repeat here, staying with a sick pup helps IMMENSELY. By a lot. But it can still fail. That being said, what I usually do (granted I haven't touched accurate in a while) is loaf around with them until their energy reaches the point where they sleep. (I used to wait for the lullaby music as a cue but i keep forgetting to report that glitch that it doesn't trigger consistently anymore. Oops.) Then I sleep/hunt/mark. For the most part, most of my pups on challenging have survived, except maybe one or two where I may have neglected them more than I should - because I just recently learned that a lot of us are probably being overachievers and that pups don't even count as hungry until 50% hunger. (Although if that is the case, I don't know why my mate will feed them at 80 when I wake up from a sleep cycle.)

2. HOWEVER. I do agree with you that the way sickness is handled in this game is kind of...very bad game design. For the first issue, the fact that there is ALMOST (to a degree) nothing you can do once a pup gets sick is a problem because every other risk of death in this game gives you player agency. This doesn't. It's entirely RNG based, and player actions to some degree have absolutely no impact on the final outcome. I say almost because it turns out that staying with your pups does indeed help a lot! The problem is 1. it's boring, after a while, not engaging gameplay at all. 2. The game is not very clear about when other aspects of a wolf's life are in dire need of attention EXCEPT maybe territory. I realize the point is to make you choose between hunting and territory and caring for a sick pup, but given the insight I got in another thread that we may have been doing all this work for nothing, it feels like we're not being given enough information to make proper hard choices. 3. The mate issue. The fact that you cannot consistently rely on your mates to pick up your slack while you stay home (which, again, from what I am learning, is actually because the player does not get the information that controls to what point does your life have to be falling apart before your mate helps you) makes it even harder to judge when or if you should leave a sick pup to take care of things.

3. No shade to the devs. I absolutely love this game to death (which is why these few things frustrate me to no end.) but what they choose to gamefiy and what they choose to stick to realism for is baffling to me. If they are trying to go for ultimate tug on the player's heartstrings, the way of handling sickness is actually not a great idea, because having a pup die because you as the player made a fatal mistake is way more heartwrenching and impactful than RNG killing a pup and there was nothing you can do about it. The fact that this is the ONLY thing in the game that takes away player agency also really kind of...ruins the flow of the game, imo. It's jarring and disrupts the tone a little. I know that not all wolf pups survive but first, this is a video game, and player skill should be rewarded with better outcomes, regardless of how realistic it is. Wolves sleep most of the day too but that was tweaked because it's bad gameplay. Second, the saga isn't even out yet. If the devs are trying to make it so that less wolf pups survive for performance reasons by the time the Saga is out, maybe tweak the max number of pups a litter can have instead? And be upfront that it's for performance? And yeah, given the Saga is not out yet, I don't actually see what the problem is for all 7 pups to survive on accurate if the player is skilled enough, because I assume that the Saga is going to have even more hazards for AI controlled pups and a few of them will probably die in the next part to begin with. More wolf pups that survived this first part actually makes it MORE challenging for players in the next part, which is GOOD.

My suggestions to fix the illness thing is actually just...be transparent about when you should mark or hunt, and work on making mates pick up the slack. It's never happened to me because I apparently overachieve, but I still hear stories of people letting the territory decay to almost nothing and the mate doesn't help at all. The odds of a pup dying if you are with them are actually pretty satisfactory to me, which is as much player agency I think you can possibly give for this situation. The only thing that I suppose you could tweak, somehow, is make staying with a sick pup a little less boring but I don't want increased predator attacks or anything, so I'm a little stumped on how you would be able to make that more engaging. More pup to parent emotes, I guess?
Sass's reply above explains a little bit of this -- and i totally get where you're coming from, by the way. ^^;
I will also say (in response to what you said about larger litters and pups dying) that, during the Saga, the pups under 6 months of age ( the pups we have currently are only 1-2 months old ) have a lower chance of surviving, so in the Saga as they age, the likeliness for their survival will likely be higher?
The Moth Apr 27, 2022 @ 1:23pm 
Man this post is making me realize I might just have the worst luck. I've had quite a few easy runs, and I've never had more than 3 pups fall ill in them. In challenging runs I always run somewhere closer to 4 or 5, but I happen to get 6/7 on Accurate despite no apparent shift between difficulties. Ugh.

Thanks for the info though, everybody! I re-checked and my pair is Kk/kk, for some reason my brain filtered KK pups being extremely rare/thought to die before birth = more illness?? Brain issue on my end.

I was however taking care of essentials, of course, don't worry! My issue in the post was that with most other options becoming non-priorities it made the gameplay FAR less engaging. I think I agree with a lot of what cutecabaret said above, especially.

Originally posted by Fust:
I've had a 1-star black pairing where one pup recovered at 81% health on Accurate.
Your pup grows penicillin in its fur.
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Date Posted: Apr 27, 2022 @ 1:06am
Posts: 24