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## About The Pull Request  ### Kronkus vine buffs: Kronkus seeds are now three times as common. The Kronkus vine has a greatly increased endurance stat(10->40) so it does not die on you while you run around gathering ingredients and matures quicker (8->6) ### Kronkaine buffs: * The instant stamina boost restores **double stamina**(12 per u) when injected or smoked. * Now also restores stamina over time based on volume: **0.08 stamina per unit each cycle**. * Heart damage from kronkaine is now also dose dependant, overdose damage has been adjusted to account for this. * Reaction requires less ammonia(5->3u) and welding fuel(10->5u). * Added an alternate reaction that uses lye instead of ammonia, also takes 3u. * Added some new drug messages for when using these optimized methods of administration. * Reworked how the anti-purging mechanic works, now it only punishes you with adrenal fatigue while you take >30 stamina damage while trying to purge. This makes life saving OD treatment less annoying, but still prevents abuse mid combat in a more elegant way. The amount of heart damage inflicted is much lower if used at low doses, the same as before at 20u and greater if more than 20u is administered. The heart damage formula is : **0.1 + 0.04 * volume (+0.5 if overdosed) damage per cycle**. It should work out to something like a 27.5u lethal dose with a pristine heart. ### Kronkus extract buffs: Lasts twice as long. More heart damage per cycle 0.1 -> 0.2. This value is still pretty modest. UPDATE: I had previously buffed the stamina regen of this reagent, but now kronkaine itself has stamina regen per cycle. #### Technical changes: proc/copy_to can now trigger on_transfer and pass exposure methoid if the new copy_method parameter is set. This enables sources that use copy_to like smoke clouds to trigger INHALE dependent effects like the new kronkaine enhancement. Infinite hyposprays now also have the inject method like normal hyposprays. These two were the only two cases where reagents where reagents were added to a mob using copy_to. #### Fixes: kronkus extracts heart damage now uses seconds_per_tick. ## Why It's Good For The Game After surveying the available discussion on the subject, the kronkaine drug itself seems to be generally well received. However the rarity of the seed and the arcane preparation method has limited player engagement with the mechanic. There is confusion regarding both the preparation and, especially regarding how the stamina restoring effect works. This PR seeks to make things a little smoother and more pleasant without making a rare thing into a trivial thing,. Players seems to mostly use the action speed part of kronkaine so I have massively buffed the stamina restoration part in a flavourful way to encourage more types of players to plant the seeds should they find them. Over time more and more stuff have been added to the maintenance loot spawn lists which have diluted the spawn chance of the seed packet which contributes to the problem. This PR increases the weight from 1 -> 3. ## Changelog 🆑 balance: kronkaine now restores double stamina when smoked or injected. balance: kronkaine now restores stamina each cycle, the effect is dose dependant. balance: kronkaine now causes heart damage in a dose dependant manner, instead of a flat value. balance: kronkus seed packs are now three times as common. balance: the kronkaine anti-purging disease now only triggers if you take stamina damage while using purging chems. balance: the kronkaine reaction uses less ammonia and welding fuel. add: added an alternative kronkaine reaction that uses lye instead of ammonia. balance: kronkus extract now lasts twice as long but deals a bit more heart damage(0.1->0.2) balance: the kronkus vine plant is now a lot hardier(endurance: 10 -> 40) and matures a bit quicker. tweak: kronkaine now warns the user more if it is about to kill your heart. fix: kronkus extract now inflicts heart damage correctly. /🆑