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## About The Pull Request - Across the board, bleeding wounds cause ~0.85x slower blood loss. - Wound clot rate while bandaged has also seen a ~0.85x reduction. - And slashing wounds have also had their natural clotting rate reduced by ~0.85x. - All in all, blood wounds are expected to last marginally longer while keeping the same level of deadliness. - Sutures blood flow reduction has been reduced by ~0.85x as well. Medicated suture is unaffected. - Blood Mary now scales blood regeneration based on drunkness. - Old: Flat 3 blood/tick. - 0 drunkness = 0 blood/tick. 40 drunkness = 2 blood/tick. 80 drunkness = 4 blood/tick. - Epoetin Alfa saw drastic changes. - No longer heals liver damage. - No longer adds Sanguirite to the system. - Now directly clots 0.1 flow of bloodiest wound (almost effectively quadrupling clot rate, but 3x less effective than sanguirite) - Blood/tick reduced from 3 blood/tick to 1 blood/tick. - Now causes minor heart damage (0.2 damage/tick). ## Why It's Good For The Game - A while back we were talking about how volatile blood wounds were. Blood wounds are super scary, which is good, but just how scary they were meant that the extent to which you interacted with this was a bit stifled. My thoughts are slowing their pace a bit should open up more opportunities for interaction while keeping them as scary. - See above. - Bloody Mary was ridiculously good at healing blood loss, better than any chemical. The tweak to the effect aims to keep it as a pocket option for aspiring bartender-alchemists without overpowering other chemicals in medical contexts. - Epoetin Alfa is effectively a producible form of Sanguirite which is something that I believe is not mass producible for a reason (it's really strong). The changes to it aim to make it a bit less potent that sanguirite itself while keeping it as a viable blood healing option. - I understand the liver healing is kinda a real world analog but in the context of our chemical system, liver damage is something intentionally not very common. It allows for complete negation of several other chem's downsides. While I like this form of emergent chem mixing (mannitol and bath salts, for example), this one earns a "particularly problematic" badge due to negating 100% of the downsides of many chems. ## Changelog 🆑 Melbert balance: Blood flow and clotting has universally been slashed by about 0.85x. This means blood wounds kill you slightly slower, but heal slightly slower. balance: Sutures now heal 0.85x less blood flow and gauze's clotting bonus is also 0.85x lower. Medicated sutures are unaffected. balance: Bloody Mary's blood healing effect now scales with how drunk you are. Worse in low amounts, better in high amounts. balance: Epoetin Alfa no longer generates Sangurite. It now directly clots bleeding wounds (at a rate ~3x worse than sangurite, but still ~4x better than the natural clotting rate) balance: Epoetin Alfa no longer heals liver damage. balance: Epoetin Alfa regenerates 3x less blood. It's still 4x effective than Saline Glucose or Iron. balance: Epoetin Alfa now causes minor heart damage (0.2 damage per tick). code: All "coagulating" effects now use a shared function. /🆑