It has been more or less like this for a while, where you only really needes elastic and packing bandages to be sure. In the upmost worst case you would have to use two bandages of each type.
Chart is based on:
https://github.com/acemod/ACE3/blob/mas ... tments.hppYou want to go to line 689
It looks like they changed the way bandages work with more focus on chance of wounds reopening and the time it might take for a wound to open up again.
Quote:
// Field dressing is normal average treatment
// packing bandage is average treatment, higher reopen change, longer reopening delay
// elastic bandage is higher treatment, higher reopen change, shorter reopen delay
// quickclot is lower treatment, lower reopen change, longer reopening delay
For example, field dressing now looks like this:
Quote:
Class FieldDressing {
// How effect is the bandage for treating one wounds type injury
effectiveness = 1;
// What is the chance and delays (in seconds) of the treated default injury reopening
reopeningChance = 0.1;
reopeningMinDelay = 120;
reopeningMaxDelay = 200;
class Abrasion {
effectiveness = 3;
reopeningChance = 0.3;
reopeningMinDelay = 200;
reopeningMaxDelay = 1000;
};
class AbrasionMinor: Abrasion {
effectiveness = 3;
};
class AbrasionMedium: Abrasion {
effectiveness = 2.5;
reopeningChance = 0.7;
};
class AbrasionLarge: Abrasion {
effectiveness = 2;
reopeningChance = 0.9;
};
class Avulsions: Abrasion {
effectiveness = 1;
reopeningChance = 0.5;
reopeningMinDelay = 120;
reopeningMaxDelay = 200;
};
class AvulsionsMinor: Avulsions {
effectiveness = 1;
};
class AvulsionsMedium: Avulsions {
effectiveness = 0.9;
};
class AvulsionsLarge: Avulsions {
effectiveness = 0.75;
};
class Contusion: Abrasion {
effectiveness = 1;
reopeningChance = 0;
reopeningMinDelay = 0;
reopeningMaxDelay = 0;
};
class ContusionMinor: Contusion {};
class ContusionMedium: Contusion {};
class ContusionLarge: Contusion {};
class CrushWound: Abrasion {
effectiveness = 1;
reopeningChance = 0.2;
reopeningMinDelay = 20;
reopeningMaxDelay = 1000;
};
class CrushWoundMinor: CrushWound {
effectiveness = 1;
reopeningChance = 0.2;
};
class CrushWoundMedium: CrushWound {
effectiveness = 0.7;
reopeningChance = 0.3;
};
class CrushWoundLarge: CrushWound {
effectiveness = 0.6;
reopeningChance = 0.4;
};
class Cut: Abrasion {
effectiveness = 4;
reopeningChance = 0.1;
reopeningMinDelay = 300;
reopeningMaxDelay = 1000;
};
class CutMinor: Cut {
effectiveness = 4;
reopeningChance = 0.1;
};
class CutMedium: Cut {
effectiveness = 3;
reopeningChance = 0.3;
};
class CutLarge: Cut {
effectiveness = 1;
reopeningChance = 0.5;
};
class Laceration: Abrasion {
effectiveness = 0.95;
reopeningChance = 0.3;
reopeningMinDelay = 100;
reopeningMaxDelay = 800;
};
class LacerationMinor: Laceration {
effectiveness = 0.95;
reopeningChance = 0.3;
};
class LacerationMedium: Laceration {
effectiveness = 0.7;
reopeningChance = 0.5;
};
class LacerationLarge: Laceration {
effectiveness = 0.5;
reopeningChance = 0.6;
};
class velocityWound: Abrasion {
effectiveness = 2;
reopeningChance = 0.7;
reopeningMinDelay = 100;
reopeningMaxDelay = 500;
};
class velocityWoundMinor: velocityWound {
effectiveness = 2;
};
class velocityWoundMedium: velocityWound {
effectiveness = 1.5;
};
class velocityWoundLarge: velocityWound {
effectiveness = 1;
};
class punctureWound: Abrasion {
effectiveness = 2;
reopeningChance = 0.5;
reopeningMinDelay = 200;
reopeningMaxDelay = 850;
};
class punctureWoundMinor: punctureWound {
effectiveness = 2;
};
class punctureWoundMedium: punctureWound {
effectiveness = 1.3;
};
class punctureWoundLarge: punctureWound {
effectiveness = 0.9;
};
};