Changes

Changelog

2,433 bytes added, 22:54, 6 June 2023
'''Version number to be determined''' - Deep Wound update
* Changes to [[limb health]]: '''Introduction of a new [[injury ]] type called '''deep wound (DWs)'''
** A deep wound is similar to a normal wound (to be renamed '''light wound (LWs)'''), but causes four times the amount of bleeding per turn: -1.2 Blood per turn instead of -0.3.
** Piercing-type damage now causes deep wounds
*** Flechette can now only cause LWs
*** Sintered Frangible (SF) can only cause 2 wounds per successful hit, but the wound type is accuracy dependent; 2 LWs on an inaccurate hit, 2 DWs on a solid or critical hit.
** wip* Broadhead arrows (BRD) have the same effect as SF projectiles * New items:** '''[[Meds]]'''*** Tranexamic acid (TXA): Syringe, 400 P$, not addictive. Reduces bleed rate to 0.0/turn (effectively stops bleeding) for 10 turns** '''[[Mushrooms]'''*** Extra wound healing (Extra vulnus medicae): Heals 3 wounds, prioritizing Deep Wounds first, then Light Wounds.*** Stop the bleed (Cessant sanguinem): Reduces bleed rate to 0.0/turn (effectively stops bleeding) for 10 turns
* Changes to [[ammunition]]
*** [[20 gauge]] flechette: 12/11 '''15/12/9/3/2'''
*** [[.410 bore]] flechette: 12/11 '''14/12/9/5/2'''
 
* Other changes
** [[Basic mechanics]]: Sarah example updated to reflect LWs and DWs.
** [[Convenience store]]: Updated the Meds aisle accordingly
** [[Damage types]]: Updated accordingly
** [[Explosives]]:
*** Injuries caused by explosions: No longer causes wounds of either type. Instead, 1 fracture goes to a random body part for every 6 Base Explosive Damage (BED) caused. e.g., a MkIIIA2 grenade causes 1d8+18 BED, which results in 3-4 fractures.
*** Injuries caused by shrapnel: Shrapnel can only cause LWs, despite being Bullet-type.
** [[Limb health]]: Updated accordingly
** [[Healing]] (non-combat skill): Updated accordingly
 
* Changes to [[crafting]]
** [[Crafting items]]: Rags have a chance to fix 1 LW.
 
* Changes to [[creatures]]
** Numerous creatures have attacks that variously cause extra wounds (1d2, 1d3, 2d2, etc.) on a hit. Most of these now cause either LWs or DWs depending on damage type.
** Many creatures with healing spells will have their effects updated. They can now close both wound types, but will prioritize DWs first, LWs second, just like the Stop the bleed mushroom.
 
* Changes to [[hospital|hospitals]]
** Light Wounds cost 10 P$ apiece to heal.
** Deep Wounds cost 25 P$ apiece to heal.
* Changes to [[Maze Customs]]
*** [[Springfield M1A]]: M1A UM, M1A HBR, M1A EUBR Custom, M1A EHBR Custom
*** [[Steyr Scout]]: Hunting Scout, Light Scout, Magnum Scout, Heavy Scout, Big Game Scout
 
* Changes to [[meds]]
** Gauze roll: One use fixes 1 LW.
** Individual Bandage: Fixes 1 LW.
** Hemostatic Agent Pack: One use fixes 1 DW.
 
* Changes to [[weapons]]
** [[Barbed nine-tails]], [[Broken bottle]], [[Long spiked chain whip]], [[Shuriken]], [[Spiked chain whip]], [[Barbed Lucille]]: Text update reflecting they now cause Light Wounds.
** [[Meat fork]], [[Pitchfork]], [[Trident]], [[War fork]]: Text update reflecting they now cause Deep Wounds.
** [[Tekko-kagi]]: Slashes cause LWs, stab punches cause DWs
** [[Last Blood]], [[Rending Scissor Blade]]: Slashes cause 4 LWs per hit, stabs cause 2 DWs per hit
** [[Muramasa]]: Gains 1 Bloodthirst point for every LW caused, and 2 points for every DW caused. Max Bloodthirst points is still 14.
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