{"id":392,"date":"2014-01-24T10:26:27","date_gmt":"2014-01-24T10:26:27","guid":{"rendered":"http:\/\/lofigames.com\/?p=392"},"modified":"2014-09-03T10:04:45","modified_gmt":"2014-09-03T10:04:45","slug":"medical-system-update-0-61-0","status":"publish","type":"post","link":"https:\/\/lofigames.com\/ja\/medical-system-update-0-61-0\/","title":{"rendered":"Medical System Update 0.61.0"},"content":{"rendered":"<p>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.<\/p>\n<p>I&#8217;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.<\/p>\n<p><strong>Here are the new rules to the medical system:<\/strong><\/p>\n<ul>\n<li>If a vital bodypart (head\/chest\/stomach) goes below 0, then it causes a knockout<\/li>\n<li>A knockout is based on a timer countdown.\u00a0 The time is a total of all the characters damage, including bloodloss (head counts for double time, limbs count for half)<\/li>\n<li>Once this timer counts down to 0, the character can get up again if his vital parts are still above -50<\/li>\n<li>Vital bodyparts slowly degenerate when they are below 0 (unless bandaged).\u00a0 So once its below -50, you will die without medical attention.<\/li>\n<li>Once a vital bodypart degenerates below the -50 point he will go into a coma and can&#8217;t wake up until all vitals are above 0 again.<\/li>\n<li>If blood goes below 0, he will KO.\u00a0 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.\u00a0 This allows him to fight a bit more, gets him closer to risk of death, and prevents the &#8220;constantly getting up then going down again in one hit&#8221; problem.<\/li>\n<li>So a character can get up and fight again with, say, -30 chest damage.\u00a0 He will go down again instantly if he is hit in the chest, and it will be worsening the whole time if he doesn&#8217;t get it bandaged<\/li>\n<li>As before if a vital bodypart reaches -100 then it means death<\/li>\n<li>If a non vital bodypart (eg an arm) goes below -100 then it will cause slow bloodloss until death.\u00a0 Eventually I will implement severance, so -100 will mean you lose the limb and will need a robotic replacement.<\/li>\n<\/ul>\n<p><em>The end result:\u00a0<\/em><br \/>\nAfter 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.\u00a0 They never get stuck in a limbo state where they are unconscious forever.\u00a0 Battles are more interesting.<\/p>\n<p><strong>New toughness stat:<\/strong><\/p>\n<ul>\n<li>I said before that you reach a critical point of no return when your health goes below -50.\u00a0 That was a lie, the actual number is based on your toughness and can range from -10 to -80 if you are mega-tough.<\/li>\n<li>Toughness stat is increased primarily by getting hurt.<\/li>\n<li>Toughness has a huge XP bonus if you are fighting while critically wounded or crippled<\/li>\n<li>You earn a huge toughness XP reward if you force your characters to get up and fight again while they are down and &#8220;Playing dead&#8221; so that the enemy leaves.\u00a0 &#8216;Cus that&#8217;s a tough thing to do.\u00a0 The bonus is also multiplied by how many of them there are.<\/li>\n<li>Affects damage resistance instead of Melee Defence<\/li>\n<\/ul>\n<p><strong>OTHER STUFF<\/strong><\/p>\n<ul>\n<li>Way more bandits<\/li>\n<li>Stats window has more useful information, derived stats and training advice<\/li>\n<li>blood recovery rate reduced from 0.5 to 0.3<\/li>\n<li>Cannibals use clubs so victims don&#8217;t die on the way to the cages<\/li>\n<li>Cannibals are a little stronger to compensate for using clubs<\/li>\n<li>Fixed shopkeepers not coming back to their shops<\/li>\n<li>Fixed stats of Sleeveless longcoat<\/li>\n<li>Fixed that random crash that was going on<\/li>\n<li>Fixed some rare crash on load bug<\/li>\n<\/ul>\n<p style=\"color: #b3b3b3;\"><a style=\"font-weight: bold; color: #b3b3b3;\" title=\"Environment WIP - Indie DB\" href=\"http:\/\/www.indiedb.com\/games\/kenshi\/images\/environment-wip\" target=\"_blank\" rel=\"nofollow noopener\"><img decoding=\"async\" class=\"aligncenter\" src=\"http:\/\/media.indiedb.com\/cache\/images\/games\/1\/15\/14814\/thumb_620x2000\/screenshot_170.jpg\" alt=\"Environment WIP\" width=\"560\" border=\"0\" \/><\/a><\/p>","protected":false},"excerpt":{"rendered":"<p>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&#8217;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.\u00a0 The time is a total of all the characters damage, including bloodloss (head counts for double time, limbs [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":393,"comment_status":"closed","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[7],"tags":[13,70,15,22,71],"class_list":["post-392","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-updates","tag-ai","tag-cannibals","tag-game-balance","tag-medical-system","tag-toughness","has_thumb"],"_links":{"self":[{"href":"https:\/\/lofigames.com\/ja\/wp-json\/wp\/v2\/posts\/392","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/lofigames.com\/ja\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/lofigames.com\/ja\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/lofigames.com\/ja\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/lofigames.com\/ja\/wp-json\/wp\/v2\/comments?post=392"}],"version-history":[{"count":0,"href":"https:\/\/lofigames.com\/ja\/wp-json\/wp\/v2\/posts\/392\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/lofigames.com\/ja\/wp-json\/wp\/v2\/media\/393"}],"wp:attachment":[{"href":"https:\/\/lofigames.com\/ja\/wp-json\/wp\/v2\/media?parent=392"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/lofigames.com\/ja\/wp-json\/wp\/v2\/categories?post=392"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/lofigames.com\/ja\/wp-json\/wp\/v2\/tags?post=392"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}