天国:拯救2

天国:拯救2

114 个评价
Realish Wounds
   
奖励
收藏
已收藏
取消收藏
文件大小
发表于
更新日期
5.454 KB
3 月 16 日 上午 8:48
9 月 18 日 下午 12:45
12 项改动说明 ( 查看 )

订阅以下载
Realish Wounds

在 Actalo 的 1 个合集中
Realish Collection
14 件物品
描述
A comprehensive overhaul of injuries, bleeding, and healing.

In native KCD2, injuries and bleed are more flavor than impactful gameplay mechanics, and healing comes too easy. Therefore, this mod overhauls injuries, bleeding, and most methods of healing: sleeping, perks, bandages, and potions. Alchemy and potions will become essential for surviving dangerous battles. No longer able to simply sleep off injuries, decoctions such as Chamomile or Marigold (or both) will be required for quick recovery.

Injury/Bleed Thresholds:
- Body-parts more than 25% damaged, become injured.
- Body-parts more than 35% damaged, bleed.

Bleed
- Bleed is 1HP loss, every 4 second, as opposed to the normal 1HP, every 6 second.
- Bleed rate now increases dependent on injury type and number of injuries.

Injury Effects
- Head: 'Concussion' (dodge disabled) and reduced perception, bleed interval -2.
- Torso: Exhaustion, reduced stamina regeneration and courage, bleed interval -2.
- Right Arm: Reduced strength and Master-Strike disabled, bleed interval -0.5.
- Left Arm: Reduced attack speed and Perfect Block disabled, bleed interval -0.5.
- Right Leg: Run and sprint disabled, bleed interval -1.
- Left Leg: Sprint disabled, bleed interval -1.

Healing Non-Medical
- Sleeping now heals 100hp in 24 in-game hours.
- Henry can sleep 24hrs.
- Injuries take 3x longer to heal.
- Food heal rate now greatly reduced.
- Exhaustion rate (energy loss) reduced 15%.

Healing
- Bandage efficiency now 15, instead of default 25.
- Marigold potions now share equal healing rate, 10hp per 1min, up to 10min as per quality.
- Chamomile potions now improve sleep's healing and energy by 25% per quality level.
- Cockerel potions now reduce energy loss, no matter the quality.

Additional Notes
- Many Vitality Perks have been removed. To reset perks, drink Lethean Water.
- This mod should be used after the Prologue.

Compatability: This mod is PTF so it should work with anything not touching injuries, healing, and bleeding in rpg_param, or bandage efficiency and marigold healing in item, or marigold potions, chamomile potions, injuries, in buff. Cockerel buff values no longer compatible with UI sorting mods since WH misspelled "insomnia" in English, this mod corrects that for posterity, but other mods will use incorrect spelling.
44 条留言
Actalo  [作者] 10 月 23 日 下午 12:19 
I did test in the prologue. In my testing, the wound Henry gets in the beginning doesn't bleed, and the wound Henry gets at Bozhena's is stabilized by the bandages in his inventory and Bozhena's storeroom. However, this appears to not be the case with everyone, therefore, I've repeatedly recommended NOT installing the mod until after the prologue. Dunno what else to say on the matter that I haven't had to repeat at least twice.
LØKY 10 月 23 日 上午 11:45 
Might be a stupid question, I installed the mod and started the game from the beginning. Where can I find bandages that are enough for Henry to stop the bleeding? I have found some in the room next to Hans and Bozhena but thats unfortunately not enough. You said, you tested the prologue with this mod, thats why Im asking this question.
Actalo  [作者] 10 月 12 日 上午 10:32 
Well, there's the perk "Fundamentals of Medicine" under Scholarship, which improves bandage efficiency as well.
Deaf_Telemarketer 10 月 12 日 上午 9:34 
Or if there was like a tourniquet that would help for heavy bleeding. Soft lock might have been an exaggeration, in the beginning I wasn't able to do stealth because of how bad the bleeding is when u get shot. I ended up running with hans to the end and luckily the 6 people chasing me turned into the one after the cutscene.
Actalo  [作者] 10 月 12 日 上午 5:06 
Soft-locking? Even in the prologue, Henry as access to additional bandages in Bohzena's storeroom. And 20-30 bandages after a fight? That would require severe injuries to more than three body parts. I'm surprised Henry didn't die. I may change bandages, though - was thinking about creating a 'medicated bandage' linked to alchemy, but so far the process has been difficult.
Deaf_Telemarketer 10 月 12 日 上午 3:09 
Can you nerf the amount of bandages needed for an injury? It actually soft locks u, also its awkward to use 20-30 rolls of bandages after a battle.
Actalo  [作者] 9 月 26 日 上午 6:16 
Yes.
gepa83 9 月 25 日 下午 11:30 
Is there a reason why this mod hides some of the vitality perks? Noticed same with thievery and hunting mods and their respective trees.
Actalo  [作者] 9 月 16 日 下午 2:48 
The game applies injuries, and possibly bleeding, to Henry during the prologue with no means of treatment.
Green Ghost 9 月 16 日 下午 1:50 
When you say "-This mod should be used after the prologue." does that mean the mod breaks the prologue in some way or does it only make it more difficult?