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Rebalancing base alcohol and drink effects. #34348
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Rebalancing base alcohol and drink effects. #34348
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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:
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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.
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. |
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. |
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. |
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. |
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. |
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
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