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PULL REQUEST DETAILS
[BALANCE][MEDICAL][INPUT]
About the PR
Removes the surprisingly convoluted bleed rolling system and replaces it with a more reliable system:
- Sharp Weapons use a 'Bleed Level' based upon:
- Sharpness (All CUT/STAB/CRUSH weapons get a base level of '1')
- Damage also increases the bleed level:
- 6 - 10 = +1,
- 11-29 = +2
- 30+ = +3
- On hit, sharp weapons will more reliably increase BLEED up to their 'Bleed Level'
- Critical hits *always* increase bleed, even above the weapons' Bleed Level. So being stabbed repeatedly, even with a regular knife, will eventually lead to heavy bleeds
---
As bleeds will be more reliable, I made a couple changes to bleed:
- Tier 4+ bleeds have a unique warning text, and can't be cured by natural regeneration. They explicitly require staunching/bandaging/cauterizing.
- A new intermediate, serious bleedout stage below 300 BLOOD
- Significantly lower bleeding/sec at debilitatingly low levels of blood (you have less blood to bleed)
- Anticoagulants/Coagulants now adjust bleed level, making you directly susceptible or resistant to bleed.
Why's this needed?
The math around BLEED is incredibly hard to describe, balance, and tends to result in the whole bleed mechanic being unreliable.
You can be naked, getting stabbed with a knife 20x and not bleed. You can take 1 shotshell to the chest and take 3 BLEED. Lying down stops you bleeding more etc. etc.
With this PR, weapons will reliably cause bleed roughly in line with their rarity. Weaker weapons can still cause heavy BLEED if you wail on someone with a knife until they're in crit.
Changelog
PULL REQUEST DETAILS
[BALANCE][MEDICAL][INPUT]
About the PR
Removes the surprisingly convoluted bleed rolling system and replaces it with a more reliable system:
- Sharp Weapons use a 'Bleed Level' based upon:
- Sharpness (All CUT/STAB/CRUSH weapons get a base level of '1')
- Damage also increases the bleed level:
- 6 - 10 = +1,
- 11-29 = +2
- 30+ = +3
- On hit, sharp weapons will more reliably increase BLEED up to their 'Bleed Level'
- Critical hits *always* increase bleed, even above the weapons' Bleed Level. So being stabbed repeatedly, even with a regular knife, will eventually lead to heavy bleeds
---
As bleeds will be more reliable, I made a couple changes to bleed:
- Tier 4+ bleeds have a unique warning text, and can't be cured by natural regeneration. They explicitly require staunching/bandaging/cauterizing.
- A new intermediate, serious bleedout stage below 300 BLOOD
- Significantly lower bleeding/sec at debilitatingly low levels of blood (you have less blood to bleed)
- Anticoagulants/Coagulants now adjust bleed level, making you directly susceptible or resistant to bleed.
Why's this needed?
The math around BLEED is incredibly hard to describe, balance, and tends to result in the whole bleed mechanic being unreliable.
You can be naked, getting stabbed with a knife 20x and not bleed. You can take 1 shotshell to the chest and take 3 BLEED. Lying down stops you bleeding more etc. etc.
With this PR, weapons will reliably cause bleed roughly in line with their rarity. Weaker weapons can still cause heavy BLEED if you wail on someone with a knife until they're in crit.
Changelog
Code:
changelog
(u)TDHooligan
(*)Sharp weapons cause bleeding more reliably.
(*)Heavy bleeding (Artery nicks) cannot be naturally regenerated, and require bandages/sutures/cauterization/staunching.
(*)As compensation, bleeding slows down as you lose blood. Coagulants (proconvertin) also limit incoming bleeds, like 'Bleed Armor'.
PULL REQUEST DETAILS