blood fountain is when you critical hit. i must do more blood effect via soft i purhased months ago. About scorpions running away because they have less than 10% hp Only Deathclaws dont run away (bastards)
soon i will take look at blood color
Ah, okay. But scorpions run away as soon as I enter the location with the cave entrance (so they should have 100% HP). And only one of them is running away.
Also I still thik not all enemies should run away. Or, maybe, make running way not so ultimative? Like maybe they should stop from time to time, or stop runing away when they reach certain distance from you? Because damn, they are on the brink of death, but they run like marathon sprinters. Not even sprinting at full health with 10 Agility makes it possible to catch up with them and finish them off as a melee fighter. In the original game it was possible to outrun any creature if you had more Agility (i.e. Action Points). Here it's virtually impossible (unless you make them change direcion by strafing behind them and make them run into a mountain wall or a tent, if they are peresent on the location, but this is usually not the case). This escape mechanic makes it a pain to play as a full-melee character, and there's still no stable source of ammo to play as a ranged class to only use firearms (even 10mm ammo is very scarce and raider drops don't make up for using 10mm SMG in burst mode for killing everything, so the player should mostly rely on melee weapons for now, but they will still have poor accuracy on running away enemies if they have not a ranged weapons oriented character).
Also I'm still thinking about the solution for looting piles of corpses on the Arena... Maybe the humanoid enemies there should have somethig like "explosive collars" on them, that would explode when they die and rip them apart, makeing their stuff drop to the ground and their remains non-lootable? (and also making them not dropping weapons and dropping a stimpak instead of the fruits? That would better make up for the intense combat there)