Barotrauma

Barotrauma

Alcohol addiction+
PH|Dr.Paranoik  [developer] 15 May, 2024 @ 8:32am
Detailed information (contains explanations with spoilers and numbers)
Alcohol addiction:
Alcohol addiction can be cured by a doctor at an outpost when it can be detected using a health scanner. The maximum cost of treatment is 8500 credits.


As alcohol addiction progresses, the character also develops resistance to "Drunk" and nausea. At higher levels, the character also develops resistance to infected wounds and increases melee damage to 100% (depends on the degree of alcoholism starting at 50% and if the character is at least 35% drunk). At the highest stage of alcoholism, the character begins to develop resistance to husk infection.

Alcohol addiction shows at a high enough level of development (from 62% with the scanner and 70% without it), which will allow the character to hide it from others.

Alcohol addiction at average values (30% and 70%) reduces the character's skills. To get rid of the effect you need to drink or reduce the withdrawal (until the character can no longer see his icon). At high values (70% and above) the debuff cannot be removed.

Alcohol addiction at high values (80% or higher) allows the character to gradually impose the effect of "Drunk" on those around him if he is drunk (from 25% "Drunk").

The character only detects alcohol addiction in himself at the very late stage (90%+).

Withdrawal syndrome:
Withdrawal syndrome is reduced in ballast with breath-holding (there is a condition of low oxygen).

The character detects withdrawal syndrome at an early stage (from 20%). While others can only detect at 70% (or 60% for the health scanner).

From a certain point (starting at 40%), the character will occasionally have control inverted. The higher the withdrawal, the more often it occurs.
Wasted:
The condition will start to add if you keep drunk at 90% or higher. The condition itself has a low maximum value (50). So once the drunk is reduced, it will go away fairly quickly.
Hangover:
Comes about 200 seconds after the end of the "Drunk" effect and develops quite rapidly. It is better to have some of the remedies nearby if the character has had a lot to drink, and even more so if "Wasted".

The smell of alcohol:

The system for identifying drinkers has been changed, so now everything works a little differently. The medical scanner cannot detect intoxication if it is 20% or lower, and when interacting with a character (without the scanner), the intoxication icon can only be seen at 30% and above. A drunk character can always see their own level of intoxication, as before.

If you still want to determine whether a character has been drinking, you will need to stand near them and attempt to "smell" the alcohol on their "breath."

A drunk character has a chance of not being caught (it all depends on the determination of the checker and the agreement between players), but it is important to consider that the more intoxicated they are (up to 30%), the greater the likelihood the checker will detect the smell of alcohol.

- From 30% and above, the smell will be detected immediately after the first "breath."
- From 30% to 22%, it will be detected after two "breaths."
- From 22% to 14%, it will be detected after three "breaths."
- From 14% to 9%, it will be detected after four "breaths."
- From 9% to 4%, it will be detected after five "breaths."
- From 4% to 0%, it will be detected after six to seven "breaths."
Last edited by PH|Dr.Paranoik; 12 Nov, 2024 @ 5:51am