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So this is something that I've known about for a while (and corrected in my own mod) but I thought I'd report it here all the same in the hopes that it either gets fixed or we get some clarification on what penalties various injuries actually apply. The injuries in question are: Bruised Ribs, Concussion, Sprained Wrist, Swollen Eye, and Twisted Ankle. These entries can be found in cyclopedia.stringtable and their ID's are: 126, 128, 130, 132, and 134. Example #1 - Bruised Ribs: The cyclopedia entry for Bruised Ribs states: But after looking in the game files (AFF_BruisedRibs in statuseffects.gamedatabundle) a more accurate description would be: ...as the character receive no penalty to Constitution by getting the Bruised Ribs affliction, but rather, a penalty to their Fortitude defense is applied instead. --------------------------------------------------------------------------------- In order to keep this post fairly short I'll just conclude by saying that the example above holds true for the rest of the listed injuries. None of them apply the effect described in their cyclopedia entries. So my question is this: is the cyclopedia entry wrong or am I missing something in the game files? If so, maybe you should consider re-wording the cyclopedia entries for the mentioned injuries lest you run the risk of (unnecessarily) confusing players whom might try and figure out what penalty they can expect from which injury.
Like, even with a rank 3/4 surgeon for a lot of injuries it's just faster to sail back to a port to heal up. E.G. 7 days to heal even with a high-ranked surgeon - who actually just sails around and waits that out? IMO crew injuries should either be short enough so that the injury could actually be relevantly healed (maybe balanced out with a higher medicine cost). OR, docking doesn't provide an instaheal.
I'd like that sometimes critical hits mean a "permanent" effect, like a scar, a missing finger or eye, a leg injury and the like. Some of this effects could be heal with powerful magic o healing skils, On the other hand the most severe may be permanent, but it's consequences may halved with the appropiate means.Other ways to make not all severe injuries permanent would be healing them with a mission (to recover a very strange and rare herb that grows in a certain place, or finding a long lost legendary healer,...), or using some items that are limited (meaning that you have to decide using it in one injury or in another). This could also affect to NPC members of the party, and the main character could heal them easier. That could mean that a NPC of the party must retire eventually due to his grave wounds, but since there are more NPC who may substitute him it doesnt mean that the rest game is affected. This would encourage that more NPC are used during the game and make each encounter more intense.