SANDBOX — this is a test environment. No servers are actually deployed and no real payments are charged.
Back to NxLabs

NxLabs / Vintage Story

Bleeding In Depth

EBy EnderMelody

Adds depthful bleeding as a mechanic. Bleeding, blood trails, configurable. Combat Overhaul compat.

Bleeding In Depth

Description

<p>Welcome to... insanity.<br />Er, I mean, a very detailed mod all about (not!!!) bleeding!<span style="font-size: 14pt; background-color: #e74c3c; --darkreader-inline-bgcolor: var(--darkreader-background-e74c3c, #a22114);" data-darkreader-inline-bgcolor=""><br /></span><br /><a id="Info"></a>Info:<br />This mod introduces <span style="color: #e74c3c;" data-darkreader-inline-color="">bleeding</span> as a mechanic, allowing you more complex tactical decisions both before and during combat. Decide to keep fighting to have the chance to start tending to your bleed sooner or flee and hope you can escape in time to not bleed out! Choose different weapons for their damage types to utilize bleed more or go for direct damage (with compatible mods).<br /><br />Highly configurable, you can change how pretty much all of the mod functions with just some config edits. I have put a lot of effort into balancing values to be fair but some may want more/less punishing or just to change up the system completely. with a bit of tinkering you could even make it a purely visual effects only mod! All config defaults are listed next to their config value so you can easily revert any config changes you make.<br />You can find my calculated default bleed output here if you are interested in the exact default values effects on damage and bleed: <a href="https://docs.google.com/spreadsheets/d/e/2PACX-1vSgS3bJFIKTvSjLcBlhd_JhniNXM0MmVfNDR1lkLJ8KqWjpBzu3hHF38hi_wavI6ebhj2E4XNWnPkXd/pubhtml">spreadsheet</a>.<br />No&nbsp;<span style="color: #ba372a;" data-darkreader-inline-color="">AI/LLM</span>&nbsp;was&nbsp;used.<br /><br />Note: <span style="color: #e67e23;" data-darkreader-inline-color="">Vanilla does not assign damagetypes on its own, so without a mod to add them the mod will only use a single damagetype</span>. This mod will default all damage to slash unless the config for damagetype compat is enabled (which still requires something to assign damagetypes to damage sources. toggling this config without any correction will asign everything to blunt, as that is what vanilla normally assigns to all damage.) OR a compatible mod is also used. Compatible simply means i have added it to the default config which auto enables the damagetype compat config option for you. You can use non-autocompat mods as well simply by changing the config option to true yourself.<br /><br /><br /><a id="Mechanics"></a></p> <div class="spoiler"> <div class="spoiler-toggle">Mechanics</div> <div class="spoiler-text"> <p>Most mechanics are able to be disabled or configured</p> <ul> <li>Bleed is divided into&nbsp;2&nbsp;categories:&nbsp;External and Internal. You can play with both, or disable either or both in the config if desired.&nbsp;<br /> <ul> <li>External:&nbsp; The main form of bleeding and the core of the mod. It causes damage over time, most of the bleeding EFXs, and eventually is what allows internal bleeding to occur.</li> <li>Internal:&nbsp; The slow killer. It is only applied when enough bleed damage is delt in a single hit, and converts some of the external bleed you recieve into itself. (see <a href="#Formulas-and-Maths">formulas</a>). Internal bleeding is made to simulate a hit being so big it becomes very hard to heal from it. Internal bleeding does less DPS but will overall deal more damage total. It can not be healed by basic forms of healing items and requires advanced medical equipment like a suture (suture not yet implimented).</li> </ul> </li> </ul> <p>&nbsp;</p> <ul> <li>Different&nbsp;damage types will&nbsp;apply different&nbsp;amounts of bleed. <ul> <li>Slash: By default is low damage but applies a good amount of bleed. It has the highest total damage but requires waiting for the bleed damage to tick to get there. DPS will be lower but overall damage will be higher.&nbsp;</li> <li>Pierce: By default is the middle ground. it applies good damage but trades it off for having only a small amount of bleed. Its strength lies in that it does not need to apply much bleed before it starts applying Internal bleeding.</li> <li>Blunt: By default is pure damage. Most of its damage is applied instantly on hit meaning you do not need to wait out bleeding to deal its damage. also while it applies very little bleed,&nbsp; any that it does apply is 100% converted into internal damage.&nbsp;</li> </ul> </li> </ul> <p>&nbsp;</p> <ul> <li>Healing and slowing bleed can be done in multiple ways. They generally all stack with each other unless stated. Which type of bleed they effect is currently hardcoded. <ul> <li>Applying pressure / Stemming the wound: Only effects External. Crouching or resting reduces the rate that bleed level is applied as damage. This is the main way in the mod for reducing damage taken from bleeding. <ul> <li>"Tending" the wound: WIP, Only effects External.&nbsp; While NPCs cannot directly heal or apply pressure, entities besides the player will still be able to reduce the rate of the bleed damage they are taking. Depending on the entity different out of combat actions will be taken if they are bleeding in order to reduce the damage. For example, a wolf may stop to sit and lick the wound in order to slow the bleeding. This will take a lot of work so i dont plan on having it finished soon. As a stand in the game will consider any entity that is not in combat (taking damage) for a certain period to be "tending" to itself.</li> </ul> </li> <li>Bandages and healing items: Only effects External bleeding. Healing items will now apply a "bandaged" status to you when you use them. This status stacks with applying pressure to reduce the bleed rate. bandaged will not stacked with ragged. Once bleeding is no longer occuring or you take another hit the bandaged and ragged status will be removed.</li> <li>Resting: Applies to both External and Internal. Different actions such as sitting will increase the rate that the current level of bleed is healed. This currently includes: sitting on the ground, (WIP) sitting on a "comfort"

Ratings & reviews

No ratings yet

Sign in to leave a rating or comment.