I had a random moment of genius and came up with this idea to revamp the medical system, I think it improves the combat and game balance pretty nicely.
I've rushed it out already because there are important crash fixes that needed releasing, but I also intend to implement leg damage properly, so you have to crawl if your legs are damaged.
Here are the new rules to the medical system:
- If a vital bodypart (head/chest/stomach) goes below 0, then it causes a knockout
- A knockout is based on a timer countdown. The time is a total of all the characters damage, including bloodloss (head counts for double time, limbs count for half)
- Once this timer counts down to 0, the character can get up again if his vital parts are still above -50
- Vital bodyparts slowly degenerate when they are below 0 (unless bandaged). So once its below -50, you will die without medical attention.
- Once a vital bodypart degenerates below the -50 point he will go into a coma and can't wake up until all vitals are above 0 again.
- If blood goes below 0, he will KO. However once the KO timer runs out and blood goes above 0 and he gets up again, the next KO point for bloodloss will be -25. This allows him to fight a bit more, gets him closer to risk of death, and prevents the "constantly getting up then going down again in one hit" problem.
- So a character can get up and fight again with, say, -30 chest damage. He will go down again instantly if he is hit in the chest, and it will be worsening the whole time if he doesn't get it bandaged
- As before if a vital bodypart reaches -100 then it means death
- If a non vital bodypart (eg an arm) goes below -100 then it will cause slow bloodloss until death. Eventually I will implement severance, so -100 will mean you lose the limb and will need a robotic replacement.
The end result:
After a battle, some characters may die, some may lose limbs, some will go into prolonged comas, others will recover and heal themselves or die later. They never get stuck in a limbo state where they are unconscious forever. Battles are more interesting.
New "Toughness" stat:
OTHER STUFF
Way more bandits
Stats window has more useful information, derived stats and training advice
blood recovery rate reduced from 0.5 to 0.3
Cannibals use clubs so victims don't die on the way to the cages
Cannibals are a little stronger to compensate for using clubs
Fixed shopkeepers not coming back to their shops
Fixed stats of Sleeveless longcoat
Fixed that random crash that was going on
Fixed some rare crash on load bug