This is the next part of a series dealing with the new abilities, stats and other things creatures have (read back for parts 1 & 2). So, without further ado:
This matters in three ways. Firstly, some creatures have blood, and therefore can bleed out. Secondly, creatures have varying amounts of blood depending on their size, physiology, and a few other factors. Thirdly, the blood of certain creatures behaves in certain ways and has other roles to play.
Bleeding out: any external injury to a creature can cause bleeding. Internal injures are handled differently. For instance, if a creature is hit in the chest with a blunt object, it may cause an internal injury but there is unlikely to be any blood from it. By contrast, a sword slash might cause no lasting internal damage but unleash a fountain of blood. When a creature has been cut, it will lose a set value of blood each turn, until either a) it dies, b) the wound clots, or c) the wound is tended to. Creatures can therefore die from being wholly exsanguinated; they would need a significant number of injuries to do so, but it can happen. This could be in the middle of a battle, or after the battle if they don’t get sufficient care. Creatures will sometimes pass out from blood loss before death.
Wounds clot after a length of time, which is again dependent on the species in question. Some creatures have impressive regenerative abilities, while the three main humanoid races, sadly, do not. Though I have not yet finalised how the system will work, wounds can also be tended to, which will both stop/staunch the blood loss, and aid recovery. Bleeding out is also particularly important when on your own – for instance, attack a creature at distance and wait for it to die – or when far from home and far from any kind of medical supplies.
Blood amount: some creatures do not have blood. The undead obviously lack any veins for the blood to go through anyway, and various constructs are blood-less (though they may have an equivalent; more on this when I’ve pondered it further). Obviously, larger creatures have more blood, and are therefore trickier to kill by bleeding to death; a Titan has enough blood to keep it going until the next ice age (sometimes literally), while a wolf isn’t going to last very long with a major cut.
Unusual blood: some creatures don’t have ordinary blood. This is not to include constructs that may have something instead of blood, since I haven’t decided on that yet, but rather creatures with blood that’s just a little unusual. Some kinds of blood may burn on contact; some might have healing properties; some might have poisonous, disease-giving or hallucinogenic effect; and some might do other things I haven’t even thought of yet (do please suggest any you think of, readers). A few species that might be in the very first alpha have specific, planned, blood properties. Anyway, if you manage to acquire blood (I’ll leave the method up to your imagination) you can dip arrows or other weapons in it, or use it just like any other liquid.
Lastly, a question. Are people interested in more code-related blog entries? I’ve had a few people say they’d like to see, if not actual copy/pastes of code, but description of the details of some of the game mechanics in coding terms. Let me know if you’d like to see these, and I’ll try to include them in the future.