feat(balance): no monotony penalty for stimulants or depressants #5652
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Checklist
Required
main
so it won't cause conflict when updatingmain
branch later.Optional
Purpose of change
The morale bonus from eating a specific food drops by two every time you eat it, and slowly returns over time, to represent the PC getting bored of a particular food. The exception to this is things with the
junk_food
material, meaning candy, chips, sugary soft drinks and that sort of thing. It also doesn't apply to things that aren't considered "food" - cigarettes, chewing gum and heroin never get boring.I think alcohol and coffee should behave more like drugs in this regard. Right now, if you drink three cups of coffee, you lose your ability to enjoy coffee, and won't get it back unless you wait several days before taking more coffee. Given that many people drink several cups per day, I don't think it really gets boring like that.
Describe the solution
Made food items with nonzero
stim
value default to zeromonotony_penalty
. This currently includes:It can be overridden on a per-item basis, though there are no items that do that right now.
Describe alternatives you've considered
It would also be possible to add a check for the "alcohol" material, and set
monotony_penalty
manually for coffee and tea, but I think checking forstim
gets a pretty good list. Cacao nibs actually contain caffeine in game, though cacao pods don't. The alien plants are the weird one, but given how they're described, I think it's reasonable to assume that they're at least somewhat psychoactive and not just really tasty. If there are items there that should still get amonotony_penalty
, there's fewer of them than there are types of coffee and tea.Testing
Compiled and loaded game. Drank three cups of coffee, coffee still tasted good. Drank three shots of whiskey, still tasted good.
Since the
monotony_penalty
value wasn't used anywhere, temporarily gave sake a penalty of 10. Morale bonus decreased by 10 for each sip.Additional context