HOLY stuff
What's new in this update?
Conditions
Basic conditions on characters have been implemented.
Disease - When a creature receives 'disease' damage, there is now a probability that it will be inflicted with a disease. Diseases cause damage to the victim about every 10 seconds. Damage rises quickly for a time then drops off to zero for the remaining life of the disease. Lifespan and strength of a disease is determined by the size of hit that induces the disease.
Implant - When a creature receives 'implant' damage, there is now a probability that it will be implanted with an embryonic parasite with the DNA of the creature that inflicted the damage. Parasitic implants grow slowly over time until they emerge. Damage is inflicted to the host when the parasite emerges. The new baby starts small and rapidly grows to be full size. During the growth phase, it cannot implant hosts. Creatures created in this way have animal intelligence, even if they were implanted by a player character or NPC.
Paralysis - When a creature receives 'paralysis' damage, there is now a probability that it will be inflicted with temporary paralysis. Paralysis reduces the victim's movement speed. The effect of paralysis starts at its maximum and drops off to zero over the life of the paralysis. Lifespan and strength of paralysis is determined by the size of hit that induces the paralysis.
Poison - When a creature receives 'poison' damage, there is now a probability that it will be inflicted with a poison. Poisons cause damage to the victim about every 10 seconds. Damage starts at its maximum and drops off to zero over the life of the poison. Lifespan and strength of a poison is determined by the size of hit that induces the poison.
Antidote
Using an antidote will now remove one poisoning. Antitodes can be used on yourself and on others, just like a med kit. The antidote will eventually be used up, rate affected by quality.
Antitoxin
Using an antitoxin will now remove one disease. Antitoxins can be used on yourself and on others, just like a med kit. The antitoxin will eventually be used up, rate affected by quality.
Sick Bay
The surgical station and surgical unit are now operational. I will write some doc on the surgical station. Here it is in a nutshell.
Patient must E into the surgical unit.
Doctor sees a view of the patient showing all conditions currently affecting their body.
Doctor can select a condition on the screen. Z and C cycle the selection forward/backward through the conditions present.
Bottom left shows a beating heart when the patient is alive. Heart stops beating when the patient is dieing.
Bottom center shows the health bar of the patient.
Buttons along the bottom perform medical procedures in this order, left-to-right.
Med Kit - Heals lost hit points on the patient. Uses a medkit from the hold; the hold must contain a medkit. Consumes a medkit if it fails its quality check.
Weight Set - Applies physical therapy to the selected paralysis condition.
Antidote - Cures the selected poison. Uses an antidote from the hold; the hold must contain an antidote. Consumes an antidote if it fails its quality check.
Antitoxin - Cures the selected disease. Uses an antitoxin from the hold; the hold must contain an anitoxin. Consumes an antitoxin if it fails its quality check.
Scalpel - Surgically removes the selected parasite.
Defibrillator - Revives the patient if they are dieing. Will not revive a dead patient.
Using the wrong medical procedure on a condition may harm or kill the patient.
Successful removel of most conditions induces some harm to the patient, depending on the severity of the condition.