Author Topic: Vodka  (Read 2458 times)

Offline Stoddard

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Vodka
« on: May 25, 2017, 10:54:50 pm »
In light of 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.


Offline Dioxine

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Re: Vodka
« Reply #1 on: May 26, 2017, 04:21:13 am »
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).

Offline Stoddard

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Re: Vodka
« Reply #2 on: May 27, 2017, 01:25:20 am »
Fixed in Extended-3.7a+-e7cad41-2017-05-26-mxe-win32.7z commit 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.

Offline ohartenstein23

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Re: Vodka
« Reply #3 on: May 27, 2017, 01:41:01 am »
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'.

Offline Bloax

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Re: Vodka
« Reply #4 on: May 29, 2017, 05:05:22 pm »
Small boosts are useless, large ones are overpowered.

Well clearly the solution is a +X every turn for Y turns effect. ; )