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Author Topic: Poisons and drugs  (Read 758 times)

Iä! RIAKTOR!

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Poisons and drugs
« on: April 30, 2020, 10:25:01 pm »

I suggest this mostly for worldgen and think: this suits for Villains.

[POISON] is material token that cause death from poisoning by this material (Villain X poison food of King Y or Queen Z was dead after wearing gloves, poisoned by Villain W). Maybe, this needs more direct tokens (POISON_FOOD, POISON_ARROW, POISON_GAS, POISON_TOUCH), or this may work by reading syndrome from material.

[DRUG_*] (where * is WAR, CURE, SLEEP or FUN) may be used by villains, but also by civs (civ need special token for each type). SLEEP drugs cause unconsciousness or drowsiness (maybe, temporary paralysis) and are used for neutralize guardians without kill. CURE drugs used for healing events, like using antidote for histfig bited by snake. WAR used by villains or soldiers for increase battle stats. FUN drugs used on festivals (if civ has token) or  traded by villains (in civs without token).

For more far future updates, I suggest using in Fortress and Adventure modes. Enemy soldiers in siege may spawn with war drugs syndromes and with poisoned ammo. Adventurer may ingest drugs in different states with different verbs. Fortress mode hospital may need drugs for cure syndromes faster.

P.S.:Sorry for my bad English.
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Azerty

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Re: Poisons and drugs
« Reply #1 on: May 01, 2020, 01:39:06 pm »

The current syndrom system pretty much manages these features, but tainting food and drink might be implemented by having the AI searches syndroms with deleterious effects and then using them for his purposes.
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"Just tell me about the bits with the forest-defending part, the sociopath part is pretty normal dwarf behavior."