OpenXcom Forum
Modding => Released Mods => XPiratez => Topic started by: Stoddard on May 25, 2017, 10:54:50 pm
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In light of https://www.youtube.com/watch?v=Ni0rqdUwqGs (https://www.youtube.com/watch?v=Ni0rqdUwqGs), I think the fact that alcohol does not restore at least a bit of morale should be considered a bug.
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Medkits cannot restore morale to the target. Morale-restoring items use a trick that allows them to work on the user (and ONLY the user).
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Fixed in Extended-3.7a+-e7cad41-2017-05-26-mxe-win32.7z (https://lxnt.wtf/oxem/builds/Extended-3.7a+-e7cad41-2017-05-26-mxe-win32.7z) commit https://github.com/StoddardOXC/OpenXcom/commit/fb0af20af214723e29f817ddafb807a6b6e9a840 (https://github.com/StoddardOXC/OpenXcom/commit/fb0af20af214723e29f817ddafb807a6b6e9a840)
There was a moraleRecovery key for the ruleset item defs for a long time, adding (or subtracting) a fixed amount of morale upon medikit use. But it only worked for painkillers. The above expands this mechanic to any medikit use.
Dunno how to balance that though. Small boosts are useless, large boosts just kill the whole fear mechanic. If intoxication levels were tracked separately, we could temporarily degrade accuracies, psi skill, or something, but as it stands I admit it's not good.
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I'd say scripts could do those sorts of stat penalties in exchange for morale boost, or even create an intoxication level tracker, but that's a lot of work for a relatively minor change, and right now would require turning alcohol into a 'weapon'.
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Small boosts are useless, large ones are overpowered.
Well clearly the solution is a +X every turn for Y turns effect. ; )