Skip to content

Satyr "Living Drunk" Touchups #6566

New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Merged
merged 4 commits into from
May 18, 2025
Merged

Conversation

notghosti
Copy link
Collaborator

@notghosti notghosti commented May 5, 2025

About The Pull Request

Adjusts the numbers around living drunk and adds an additional stage to 'living drunk'

Specifically.
Max drunkness raised to 125.
Reduced drain to 0.1 (Was 0.15)
Stage 0 is now above 25. (Was 30) Gives 0 drunkness
Stage 1 is now below 25. (Was 30) Gives 5 drunkness.
Stage 2 (New) is now below 15. Gives 41 drunkness
Stage 3 (Old stage 2) is now below 10. Gives 71 drunkness.

Why It's Good For The Game

Living drunk was listed as a neutral quirk and is the main mechanism of satyrs. Currently however, there's no real upside and should be listed as a negative effect.

The issue with it is.

  1. The final negative stage of drunkness sneaks up on you with no warning. Stage 1 tipsy gives no status effect and only shows when you're inspecting yourself. Which means the next stage, which gives negative effects such as confusion and puking, which means stuns and makes it hard to control your character. Feels overall bad.
  2. No benefit, since tipsy is low enough, you can't benefit from drunken effects, or even the associated mood buff because of the final stages downsides. There's no depth to the mechanics besides remember to drink periodically and always try to keep the meter as high as possible.

By adding in an additional stage at 41 drunkness, we can address both of these key issues. When you reach 41 drunkness you are given a warning that your getting close to the final drunkness that makes the effect negative.

And you're encouraged to play it tethering in the drunken range of 10-25 to gain some of the benefits of being drunk without falling too deep. It becomes a mechanism you can choose to manage rather than babysit.

Finally, the maximum drunkness is raised some to make drinking early in the shift have some benefit if its something you dont want to play around.

Also, means satyrs should be puking on the floors overall less. Which is nice.

Changelog

🆑
balance: Reworked satyr's 'Living Drunk' to have an additional positive stage of effect between puking drunk, and regular tipsy.
/:cl:

@notghosti notghosti added Balance perfectly balanced as all things should be QoL improves quality of life labels May 5, 2025
This was referenced May 14, 2025
@Absolucy Absolucy added the Approval: awaiting admin review PR is awaiting admin approval label May 18, 2025
@Veth-s Veth-s added Approval: admin approved PR is approved by admins and removed Approval: awaiting admin review PR is awaiting admin approval labels May 18, 2025
@Absolucy Absolucy merged commit eff0c61 into Monkestation:master May 18, 2025
27 checks passed
github-actions bot added a commit that referenced this pull request May 18, 2025
@notghosti notghosti deleted the satyr-qol-IG branch June 5, 2025 12:35
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
Approval: admin approved PR is approved by admins Balance perfectly balanced as all things should be QoL improves quality of life
Projects
None yet
Development

Successfully merging this pull request may close these issues.

3 participants