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Bubberstation/code/game/objects/items/stacks
MrMelbert 296f3a7cbd Minor rebalance of blood loss effects / blood regeneration chemicals (#93993)
## 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. 
/🆑
2025-12-07 22:09:44 -05:00
..
2025-12-03 13:42:16 -07:00