![]() ![]() Deep drilling tech is at the end of the tech tree.These can be accessed by building a deep scanner to find them, and then building deep drills on top of them, and then working the drills. The map now spawns with clusters of underground resources. ![]() Drugs are produced in various ways, typically at the new Drug Lab building, from various precursor chemicals and growable crops.It is impossible to clear the addiction, and the drug is 100% addictive on one dose. However, without repeated doses the user goes insane and dies. Luciferium – Glitterworld mechanites that give huge bonuses to most capacities.Boost speed and fighting capacity tremendously. Go-juice – Synthetic futuristic combat drug.Smokeleaf – Improved mood but worsened capacities.Wake-up – Improves work performance, addictive.Flake – Cheap, short high, very addictive.Yayo – Stimulant pleasure drug, addictive.Malari-block – Prevents malaria infection for 5 days.Beer – Improved mood but worsened capacities.For example, you can assign a colonist to drink 2 beers every day, and take one Malari-Block every 5 days. You can set any number of drugs, each with a frequency. Similar to Outfits, drug policies are an assigned schedule for taking drugs. Drugs can be assigned for regular taking through the drug policy system.Eventually withdrawal will pass and the addiction will go away. If the need isn’t fed, the pawn will develop withdrawal symptoms (low mood, reduced consciousness). This generates a new need for the drug which the pawn will try to feed regularly. Addiction – Drug use can form an addiction.Tolerance – Long-term usage of a drug can build up a tolerance which makes subsequent usage less and less effective in producing the high.Overdose – Excessive drug usage in a short time can build up blood toxicity, leading to unconsciousness and possible death.Primary – The valuable short-term effect, whether it improves mood or work focus or combat effectiveness or makes one immune to a disease.Drugs typically create up to four effects.Learning helper can be expanded and searched for any lesson, so you can look up how to do a specific thing at any time.The overall idea is that you’ll never be shown a lesson you already know, but always be shown the lessons you need to know now. Lessons are shown as needed by circumstance, or on a slow timer. Lessons are automatically marked as learned when the player does the necessary interaction, and can be marked as learned manually. If something happens relating to a concept the player hasn’t learned, that lesson will be activated and shown on the learning helper. Learning helper sits in the top right of the screen.Added new learning helper system to replace yellow pop-up messages and yellow learning alerts.At the end of the tutorial, the player can continue the game with a normal storyteller.Tutorial locks out irrelevant controls and highlights relevant controls.Tutorial teaches the basics of setting up a game, building a small self-sustaining colony, and defeating the first raider. ![]()
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |