[#bugs] the properties of blood, as a liquid, make it so good at setting creatures back ...

Issue #11506 new
Freehold Games Bot Account created an issue

Marked for crossposting by: kernelmethod

Message (jump):

<kernelmethod> the properties of blood, as a liquid, make it so good at setting creatures back to ambient temperatures that it renders temperature changes nearly useless in melee/mixed combat. Those properties could potentially benefit from some slight tuning

I've done some pretty extensive testing with the wackiest MArms + HETC + MWF + short blade + flaming mod combos I can make and in general, I've found that it's more or less impossible to keep a creature that bleeds blood on fire for more than a single turn (if that) with melee-based temperature changes. In fact, it's more or less impossible to bring them to a temperature above 1000 degrees since a bleeding creature will immediately be brought back down to < 200 degrees on the next tick.

The issue AIUI is that the low combustibility and modest thermal conductivity of blood make it quite good at setting creatures back to ambient temperature (between the effect of being bloody and standing in pools of blood). In combination with #11504 this makes temperature changes in melee/mixed combat nearly useless for creatures that bleed blood (i.e. most of them), at least for combat purposes. While I understand that in a physical sense being soaked in blood is probably good at helping put out a fire, in a game-y sense it seems counterproductive.

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