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Yeah, pretty much this. There's no way to heal directly apart from the herbalist hut, you have to end the turn and get healed. Camping only heals if you have wood to burn and food to eat, otherwise you might as well not bother. It's fine to let wounded characters work, it doesn't change survival chance or anything.
In bloodbath mode you get an increased chance to die when you have less than 0 health, I'm not sure how it works without bloodbath mode.
So this was as I acutally suspected.
Of course even the main village may get struck by random events, but I guess I have to keep on playing to figure out wheter this is a reason to give them more food variation or not.
The "working-while-dying" charcter is a bit odd, I guess, but then again on very hard settings, I suppose even the wounded must be able to act. Else, the party would stand no chance if forced into several consecutive actions.
Only question left for me about it is -
Where do you see the wounds modifier listed? Had a warrior get wounded and after turn ended went to look for screen with that info shown. Didnt see it in the text below the equipment screen.
Maybe due to ending turn in my town and had group join the town before ending toiwn with a medic, in 1 turn the wound can heal or it can take many more turns sometimes.
If a character is wounded, you will see it as an "atribute" togheter with all other stats of a character.
Most non-serious wounds actually do heal in one or two turns really, expcially in town, if you just have food and wood (or other fuel).
There is no specific list, were all the wounds of all characters are listed. You will have to look through the stats of your characters manually and see, if, and how seriously, they are wounded.
This is normally not an issue, really, since if nobody is at risk of dying (when the appearing of the red heart on the screen makes it very clear that someone is truly in trouble) , then everyone is abowe 30% health and will normally recover in just a few turns and camping is normally not even needed as your characters will automatically heal anyway, as long as you have fuel and food.
If you still are engaged in events that require a fight, and some of the characters have less than full health, then this should not matter that much anyway, as it is not really health that is your main defense against enemy attacks - your main defense against incoming attacks is your armor value!
(in some challenges were your entire defense is made up by health and no armor is counted in (like a Hunt or Sneak challenge), then you might want to be more cautious regarding your health value.
The medic-character class or medic skill DO NOT improve you healing speed. It just reduces the probability of a character dying if having less than 30% health.
The death mechanic in Thea is a little tricky with Bloodbath enabled. I am fairly confident this is how it works:
Any character below 30% of their max HP has a chance to die equal to the % of their current HP below 30 (e.g. a character at 26% HP has a 4% chance to die, and a character at 0% HP has a full 30% chance).
Once your HP drops into the negative, you increase your chance of dying. Each % of negative HP that you accumulate adds to the standard 30% mortality rate (e.g. a character at -10% HP would have a 40% chance to die, while a character at -100% HP would have a 130% chance to die). If you lose too much HP, your characters cannot survive.
When you have Bloodbath enabled, your Medic skill reduces the % chance of death by a number equal to 4x your party's best medic score plus 2x your party's second best medic score (e.g. a party with a 22 skill Medic and a 6 skill Medic would reduce the chance of dying by 100, meaning a character would need to fall to -71% health to have a 1% chance of dying).
If anyone has a better understanding, please chime in.
Sadly, it's the last option. It seems like it tries to go for option #2, but sometimes it just messes up. I might have 8 people eating 10 kinds of food, all of which are 3-stacked, and yet after only one turn, a stack might disappear.