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# Wounds Changelog
### Core
These are the really big core changes
* Adds Wound datums, which represent specific injuries that can be applied to bodyparts on carbons.
* Adds Scar datums, which give small cosmetic descriptions when examining someone closely (described below) after they recover from a wound.
* Adds wound armor values to the armor datum, which unlike normal armor values that are multiplied by relevant incoming damage, apply a flat modifier to wounding rolls
* Sharp and burning attacks can "shred" clothing and disable protection on a zone-by-zone basis with enough hits. Shredded clothes do not protect that limb, and a piece of clothing that is shredded on all zones is unwearable until repaired with cloth. This is only enabled for the under clothing slot (i.e: jumpsuits), but is planned to be expanded to other armor later
### Major
These are changes that have a significant effect on the code or gameplay
* Organic limbs no longer bleed when they pass 40 brute, and are no longer disabled when at max damage. Bleeding is now applied by cut wounds dealt by sharp weapons, and limbs are disabled when they suffer a critical bone break (compound fracture)
* Bleeding is no longer handled by one bleedstack var on carbons, and is instead tracked on each bodypart. Gauze no longer blocks all bleeding for a given amount of time, and instead greatly reduces bleeding and speeds clotting on the limb it is applied to
* You can now "examine closely" by examining something twice within 1 second. This only provides extra info when used on carbons with visible scars, but can be expanded in the future to include extra fluff details of atoms that that aren't important gameplay wise.
### Minor
Small changes noted here that don't majorly affect the code, but are still worth noting
* Adds limp status effect, which applies a small move cooldown when a wounded leg is used to step (so with one wounded leg and one healthy one, every other step)
* Adds determined status effect, gained from "second winds" from suffering wounds. These second winds provide minor healing and reduce limping temporarily.
* Adds Temporal Scarring, a character preference that lets you carry over scars from survived rounds to future rounds. This is only cosmetic.
* Minor wound, Stubbed Toe, which can apply if a shuttle is called early in the round. It has no gameplay effect.
* Replaces O2 medkits in emergency lockers with emergency medkits containing basic med supplies
* Slaughter demons deal less damage but gain large bonuses to cutting power with each hit while manifested, resetting during bloodcrawl. They also have an alternate slam attack which can break bones.
* Hulks and neckgrab throws now fly slightly faster. Damage now scales a bit with throw speed.
* Related to bleeding being limb based, inspecting a bleeding person now tells you what limbs are bleeding. There are also different degrees of pale skin depending on how low on blood you are.
* Adds hellgun single pack to cargo, a new (old) laser gun with increased wounding ability.
### Collateral
These are changes made to support more important changes
* New category of brain trauma, TRAUMA_RESILIENCE_WOUND, which is tied to traumas from a broken skull and can only be treated by healing the wound.
* Throat slitting applies a critical cut to the head rather than applying flat bleedstacks
* Frail now greatly increases attacks ability to wound rather than lower threshold to disable limbs
* Adds wound scan mode to health analyzers and new wound scanner item which gives extended info on wound treatments
* Changeling regen limbs now cures all wounds, fleshmend now cures all scars
* Cryo can treat wounds slowly
* Herapin no longer causes bleedstacks, it now rapidly increases bloodflow on all open cuts
* Ointment now heals less damage but has uses for healing burn wounds