One of my requests over in the requests threads was that war injuries would be handled better. Specifically, that injuries should honor the prereq tags we place in them. Well, it looks like some things have been implemented in the latest patch (0.915), and not only that but it functions great as well.
First, just a copy-paste of what a war injury looks like
<AbilityBonus InternalName="Injury_AfraidOfDying">
<AbilityBonusType>Unit_Injury</AbilityBonusType>
<AbilityBonusOption InternalName="AfraidOfDying">
<DisplayName>Afraid of Dying</DisplayName>
<Description>-30 Accuracy vs higher level enemies</Description>
<Icon>Ability_AfraidOfDying_Icon.png</Icon>
<GameModifier>
<ModType>Unit</ModType>
<Attribute>AdjustUnitStat</Attribute>
<StrVal>UnitStat_Accuracy</StrVal>
<StrVal2>UnitStat_Level</StrVal2>
<Value>-30</Value>
<vsHigher>1</vsHigher>
</GameModifier>
<HideWhenUpgraded>0</HideWhenUpgraded>
</AbilityBonusOption>
</AbilityBonus>
When a champion falls in combat, it effectively "escapes" combat. In doing so, it suffers a random war injury such as the one above. The war injury is randomly selected from all AbilityBonus containers with <AbilityBonusType>Unit_Injury</AbilityBonusType> (note how that tag is outside the AbilityBonusOption). If a champion suffers all possible war injuries, it doesn't get any more and instead only costs mana and gets immobilized when it escapes like normal.
So what's the good news?
Two new ways to limit or enable war injuries.
First,
<Prereq>
<Type>AbilityBonusOption</Type>
<Target>Unit</Target>
<Attribute>Blood_Undead</Attribute>
</Prereq>
if this modifier is inserted, the war injury can only be suffered by anyone with a trait with internalname Blood_Undead. So we can now design war injuries based on race or other traits selected such as Paths - a Path of the Mage might suffer "Melted Mind - Minus 50% Spell Mastery" which cannot be suffered by any other path. This also opens up the possibility of having injuries become aggravated. If you once suffer "Blind in one eye" it may unlock a new war injufy - "Blind on both eyes".
Second,
<Prereq>
<Type>RestrictedAbilityBonusOption</Type>
<Attribute>Blood_Undead</Attribute>
<Target>Unit</Target>
</Prereq>
if this modifier is inserted, the war injury cannot be suffered by anyone with a trait with internalname Blood_Undead. So if a war injury seems completely nuts for the race, you can simply remove it for that race. For example, it makes no sense whatsoever that a skeleton could in any way suffer from being "Blind in one eye" since it has no eyes. Other applications are also possible - positive traits that prevent certain injuries.
Moreover, the game handles war injuries modified in this way in a good way. A champion that dies will randomly select a war injury from the injuries it is able to receive. So if there are 10 base injuries, 3 are restricted, and 5 more have been unlocked due to previous traits, a champion would roll for 1 out of 12.
Note that despite the above modifiers working well, the following does NOT work and is simply ignored:
<Prereq>
<Type>UnitStat</Type>
<Attribute>UnitStat_FirebreathingCollar</Attribute>
<Value>1</Value>
</Prereq>