Left click onto the "10" (in my case it was 100 for 1% death chance), right click and then change the number (and don`t forget to save!
):
This has changed, now if I read correctly a 1 level starting non player character without any perks in medicine, enemy perks, if damaged has a guaranteed death, which I am not sure if intentional, because fair enough one has low chance to survive without medical help if seriously injured but not 0.
They have modified the initial value to
ExplainedNumber explainedNumber = new ExplainedNumber(character.IsHero ? 0f : 1f, false, null);
and later on the calculation as well( in my opinion some of it like subtracting explainedNumber.ResultNumber from explainedNumber.ResultNumber * 50f does not really changes much but whatever)
ExplainedNumber explainedNumber2 = new ExplainedNumber(1f / explainedNumber.ResultNumber, false, null);
to
if (character.IsHero)
{
explainedNumber.Add(explainedNumber.ResultNumber * 50f - explainedNumber.ResultNumber, null, null);
}
ExplainedNumber explainedNumber2 = new ExplainedNumber(1f / explainedNumber.ResultNumber, false, null);
What remains true is that if the initial value is higher, the hero has a better chance for survival, however that is no longer true that 100f is 1% and 50f is 2%. 1f would mean for a hero to have about 2% death chance without any perks at level 1, 2f would be about 1%. In case of 100 depending on later rounding it might be that no battle deaths occure.
Levels, medicine perks, enemy medicine perks (and in case of your clan members death chance do and d id alter these.)
for anyone wandering: (f means the data type float instead of the default integer feel free to put it there)