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7331Grunt1337

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Everything posted by 7331Grunt1337

  1. I didn't consider that to make a blood tincture, you need One Water bottle, and two herbs a. And because both bottles are consumed for some unknown reason you are better off trading 4 water bottles for 1 bandage than brewing two blood painkillers since you would receive more health and save more resources. My idea would make blood tinctures more viable but even then, I still consider Buying bandages to be a superior choice. Considering this framework blood-painkillers should be buffed further by either giving them a better side effect or increasing their health recovery, or maybe not destroying the bottles used. Also, I'm not sure how this eluded me, but bandages are OP and the best source of healing since they provide 20 Health with no side effects while morphine provides 11.5 health and 10 exhaustions. So, it might be prudent to slightly nerf bandages and further buff Painkillers maybe 18 health for bandages and 3 hours with no healing rate decay for painkillers.
  2. Lemons are half as expensive as coffee and since lemons have no side effects there is no reason to buy Coffee over lemons, also you shouldn’t be able to eat coffee before sleep without repercussions. Coffee: -20 Exh -10 Health -40% exhaustion recovery over 2 hours Lemon: -10 Exh +5 Hunger -20% exhaustion recovery over 2 hours Compared to base tincture immunity boosters are superior because they have no side effects and give 5 more immunity. Paradoxically base tinctures are more effective in prophylaxis. Immunity booster: +25 Immunity -3 Health Base tincture: +25 immunity 25% weaker side-effects +Tincture: 50% stronger aux-affect Bandages give double the health of tourniquets meaning that bandages will always be the best choice for healing whether you barter or bought them Tourniquets: +13 health and 12.5% more expensive. Health recovery is a mechanic that I feel Pathologic2 is completely screwed up. After a long rest (8hrs) you will be completely healed. This is nearly game breaking in a game where your survival meters and resource management are pivotal mechanics. morphine provides little health and is barely worth the Exhaustion alone. Homebrewed-painkiller has no exhaustion penalty but offers even less health, interestingly blood and brain painkillers offer the same health with the only difference being the auxiliary effect. My goal is to nerf passive health regen while emphasizing painkillers as a source of healing. Base health recovery: reduced to 50% (6.25%/Hr) Painkillers duration: increased to 4 hours, however, the healing rate decays with the formula HR=1-(T/240)2 increasing total Health recovery by 35% reducing the importance of the last hours of sleep. Organ Health Recovery Exhaustion Auxiliary affect Morphine 100% 16.9HP +10 N/A Blood 80% 13.5HP +6 -15 Thirst Kidney 100% 16.9HP +7 +10% Immunity Liver 110% 18.5HP +8 -15% exh/4hr -8.1Exh Heart 130% 21.9HP +9 -10% Hunger Brain 150% 25.3HP +10 -12% Exhaustion Instead of there being an objectively best tincture for each organ that can only be discovered by guesswork, experimentation, or reading the wiki. by giving each tincture a consistent modifier the choice in tincture is more of a decision based on the different choice with benefits to each decision. Yas: +40% Aux-effects, reduces duration by 1 hour but recovery speed is adjusted to compensate Zurkh: +20% to health recovery Medrel: -50% to exhaustion penalty Using a +Tincture will double the effect encouraging you to use your +tincture selfishly instead of using them for Prophylaxis and Diagnoses. In contrast to Home-Painkiller Antibiotics made from superior organs are overpowered. The penalty for health remains constant while the effectiveness increases significantly. The strongest antibiotic reduce infection by 80% while the weakness antibiotic reduces it by 30% because the plague grows exponentially it would take 9 of the weakest antibiotics to reduce infection by the amount equivalent to 2 of the strongest tincture. Unlike Pathologic classic health loss for an antibiotic is calculated as a percent of your remaining health instead of a flat amount, meaning you can consume an infinite amount of antibiotics before you die. I am proposing a hybrid approach in which a flat amount is reduced followed by a percentage of your remaining health. Organ Infection Flat Health % of remaining Health Aux-effect AB pills -35% -8 -24% N/A AB+ pills -50% -10 -30% N/A Blood -35% -7 -21% +15 Thirst Kidney -44% -7.7 -23% +10% Imnty Liver -52% -8.7 -26% 15%, -8.1Exh Heart -59% -9.7 -29% -10 Hunger Brain -65% -11 -33% -12 Exh Yas: -50% flat health penalty, +10% AUX-effect Zurkh: -42% reduction to remaining health. Medrel: -7% infection Using +Tinctures will double the modifier Canonically the plague is supposed to be able to kill in without 24 hours when untreated so you could increase the growth rate but increase the effectiveness of antibiotics to compensate. Also, the plague often encourages you to avoid sleep until you have taken antibiotics so you could reduce the growth and effects of the plague while sleeping.
  3. There is nothing more tense than the moment at midnight where all control is taken away from the player as the fates of the bound are left up to a Dice roll. The only thing crueler is if it didn't happen at all and characters could get sick and die without the Haruspex even knowing. The only way to be sure everyone safe is to individual check each person the day after. This mod is for anyone who managed to keep all of the bound alive or wants to experience a high causality run.
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