Renaming NPCs, mission enhancements, muzzle flashes, special injuries, +more

Thanks for confirming, that’s what I thought it would be like, but my question was more about whether we’d go through the code and add multipliers for limb condition to all the success calculations, or go through and add hooks that let arbitrary wounds say that they’re applying penalties to various actions, or something else. If you haven’t planned that far it’s no problem, just wondering what you had in mind.

Agreed both that it would have those effects and that we want those effects.

I feel like the solution to this is to make those debilitating wounds hard for most monsters to score. A brute or a hulk might break a healthy player’s arm with a single shot, but for a zombie to score a hit like that should require the player to already be seriously weakened from more minor wounds.
That having been said, even accumulation of severe bruising and/or cuts to an arm could be enough to make it beneficial for a player to switch to a one-handed weapon to avoid the penaltes.
My idea for most of these wounds was that the player would want to retreat from combat to apply first aid pretty regularly, at which point the wounds are still there, but the penalties are mostly negated. Waiting for the wounds to heal completely before returning to combat would would take progibitive amounts of time, encouraging players to tough it out at least enough to secure some necessary supplies before retreating to rest.