[HUNTABLES] Wolf

The wolf is the predator. Where a deer runs, a wolf comes at you and keeps coming until one of you is down or you get out of its range. It is the only huntable in the game that can kill you.

The tutorial below is filmed on the deer, but the system — respawn points, security, range, the owner menu — is identical.

The numbers

  • Health — 40
  • Damage to you — 5 a hit
  • Reach — 1.5 metres
  • Attack speed — twice a deer’s
  • Movement — twice a deer’s, so you will not outrun it
  • Notices you at — 32 metres
  • Respawn — about three hours

Forty health against a deer’s five is the whole difference. A wolf is a fight, not a shot, and it closes the distance while you are taking it.

What it drops

Every wolf gives up exactly one hide, the same as a deer: nine times in ten a torn scrap hide, the tenth a clean animal hide.

Beyond that the list is short:

  • Wolf fang — up to three, on a minority of kills
  • Bone — up to two, rarely

There is no wolf carcass. Only the deer drops one, so a wolf is no use to a butcher. What a wolf is worth is the hide, the fangs, and ten CXP.

Where it goes

  • Scrap hide goes five at a time into the leather tanner for one animal hide, and that hide runs through again for prepared hide
  • Bone becomes knife and sword grips at the weaponcrafting table

Fangs are an ingredient. Whatever colonists have made of them is their own work.

Rangers

A ranger earns 10 CXP for a wolf — five deer’s worth, for one animal.

This is where hunting as a party earns its keep. Everyone who damaged the wolf earns the full CXP on its death, and a wolf lasts long enough for several people to get a hit in. Two rangers taking a turn each both walk away with 10.

It also means a wolf is worth pricing into a colony’s defences rather than treating as scenery. It will attack anyone your security setting lets it see.

Setting one up

A wolf you have just rezzed is black, like every huntable before its owner sets it up.

Left-click for the owner menu:

  • Set point — each respawn picks one of your points at random, so a wolf never comes back where it died
  • Set range — how close a player gets before it notices them and starts its approach. Worth more thought than on a deer: this is the distance at which a visitor starts taking damage
  • Security — you alone, your colony, your group, or anyone in character with a HUD
  • Hovertext and name
  • On

Modifying it

Fully modifiable, with the same three rules as every huntable:

  1. Keep it near the original size. Range is measured from the centre of the root prim. Scale a wolf up and its centre moves out of your sword’s reach — and out of its own, so it will circle you doing nothing.
  2. Keep the core prim as the root when you relink. The scripts cannot live in a prim of your own.
  3. Name your copy the same. It has to be called Wolf.

The product page is here: Wolf — SL Colonies