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Rebalancing base alcohol and drink effects. #34348

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@Alpaccalypse Alpaccalypse commented Jan 10, 2025

About the PR

All alcoholic drinks inherited from BaseAlcohol, which meant beer was flammable, and would accelerate a fire if poured on it. Some drinks also had improbabe effects or levels of ethanol in them.

Why / Balance

Beer should put out fires. Whiskey should not help plants grow. An alcohol free drink should not be as alcoholic as vodka. Beer should satiate your thirst more than rum.

Cocktails have been tweaked to contain roughly the average ethanol content of their ingredients. They also increase reagents in your system that make sense, so a cocktail that is half fruit or cream will increase vitamins or nutriment respectively. A few cocktails have a lot of iron in them, so will now be very mildly poisonous to arachnids.

Technical details

This edits base_drink.yml and alcohol.yml; primarily the effects of the protoypes within.
This adds a new BaseBooze abstract prototype and low alcohol drinks inherit from it.
Broadly speaking, brewed and fermented drinks are no longer flammable and will put out fires. Distilled drinks will satiate thirst about half as much.

Media

Not much to see other than some numbers changing if you look at drinks in the guidebook.

Requirements

Breaking changes

Nothing deleted and no IDs changed. Should be fine.

Changelog
🆑

  • fix: Beer and other low alcohol drinks are no longer flammable and will put out fires.
  • tweak: Strong alcohol is about 1/3 as thirst quenching as water.
  • tweak: Strong alcohol is no longer beneficial to plants.
  • tweak: Some drinks now get you more, or less drunk, based on their ingredients.
  • tweak: Drinks with toxins in them are mildly toxic now.
  • tweak: Banana Honk will make you laugh, Hippie's delight will make you see rainbows.

@github-actions github-actions bot added S: Untriaged Status: Indicates an item has not been triaged and doesn't have appropriate labels. size/M Denotes a PR that changes 100-999 lines. Changes: No C# Changes: Requires no C# knowledge to review or fix this item. labels Jan 10, 2025
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Alpaccalypse commented Jan 10, 2025

Still working my way down mixed drinks. If they are full of fruit you get vitamins from them, if they are full of iron... you get iron from them.

Todo:

  • Tweak all ethanol values for alcoholic reagents to make more sense in relation to each other
  • Tweak cocktails to give ethanol and other reagents in relation to their recipes
  • [-] Tweak fill levels and glass volumes to make more sense and be more intuitive (Doing this is another PR)
  • [-] Alphabetize the drinks in alcohol, and move non alcoholic drinks elsewhere (Definitely a separate PR)
  • [-] Make alcohol cause you to pass out, before you crit. (Also another PR)

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Alpaccalypse commented Jan 10, 2025

Need to test getting drunk to test a bottle of rum apparently killing you in just over a minute. If that is the case, both alcohol bases should probably be lowered, especially as strong alcohol satiates thirst less now.

I feel like a bottle of rum probably ought to at least nearly crit you, though unless you can metabolise the poison, critting from ethanol poisoning will always eventually kill you due to asphyxiation, I think.

  • It seems this years old issue might be coming into play, results can vary by about 50 points of toxin damage, which is the difference between life and death with downing a bottle of distilled alcohol. Though maybe this is a feature, and not a bug? Alcohol just doesn't work sometimes #14115

Alcohol poisoning testing notes

-So, current game values for Rum (and most other spririts) is 0.2 ehtanol reagent intake. For a human, this means it's about two minutes to vomiting and toxin buildup. From there it's about 2 more mins to crticial and about 3 more minutes to death, with a toxin buildup of around 115 and airloss of 85. Around 7 minutes in total.

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Banana honk contains trace ammounts of Laughter now (It's made from bananas and sugar, so seemed appropriate). It will make you laugh for a while when you drink it. Hippies delight actually gets you high too.

@Alpaccalypse Alpaccalypse marked this pull request as ready for review January 11, 2025 03:04
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Think I'm going to stop here and leave everything else to future PRs, as this is already a lot of small changes to review. At least it's almost entirely one file though.

One cocktail with toxins isn't mildly toxic, and that is the Zombie. If you drink something that is 1/4 zombie blood, and think it won't hurt you, you are due a darwin award.

@Luxzhv
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Luxzhv commented Jan 11, 2025

This might also give dwarves an insane buff, just keeping a high ethanol mix in your bag to heal of is gonna be maybe skeleton grade healing.

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Alpaccalypse commented Jan 11, 2025

Other than irregular cocktails, it didn't really change the overall intoxication that dramatically. But certainly beer is now a lot less alcoholic than whiskey, in comparison. Not exactly sure how it will give dwarves skelly healing, but I might be missing something. It can definitely be tweaked further if this is an issue.

-Oh, you might be seeing that I doubled the BaseAlcohol. This was because most strong drinks were custom set to 0.2 ethanol. This just means you don't have to define them, and they are a tiny bit less alcoholic overall.

@ScarKy0 ScarKy0 added P3: Standard Priority: Default priority for repository items. T: New Feature Type: New feature or content, or extending existing content D3: Low Difficulty: Some codebase knowledge required. S: Needs Review Status: Requires additional reviews before being fully accepted T: Balance Change Type: Balance changes through direct value changes, or changes to mechanics that affect it and removed S: Untriaged Status: Indicates an item has not been triaged and doesn't have appropriate labels. labels Jan 16, 2025
@ScarKy0 ScarKy0 added the A: Service Area: Service department, including cooking, botany, etc label Jan 16, 2025
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A: Service Area: Service department, including cooking, botany, etc Changes: No C# Changes: Requires no C# knowledge to review or fix this item. D3: Low Difficulty: Some codebase knowledge required. P3: Standard Priority: Default priority for repository items. S: Needs Review Status: Requires additional reviews before being fully accepted size/M Denotes a PR that changes 100-999 lines. T: Balance Change Type: Balance changes through direct value changes, or changes to mechanics that affect it T: New Feature Type: New feature or content, or extending existing content
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