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Re: New feature: new drug system[message #317214] Tue, 09 April 2013 04:19 Go to previous messageGo to previous message
grim is currently offline grim

 
Messages:344
Registered:July 2006
Location: France
I'm not talking about the side effect period, i am testing the energy boost in the first turns after injection, while the effect is growing, or slowly diminishing. As i can see in the drugs.xml, the drug takes 4 turns to take full effect, 8 turns to wear off, and then the side effect starts for 10 turns.

I test at turn "0":
One merc takes the drug and runs for all the APs he has -> The next turn he has lost 30 stamina (more or less)
Another merc doesn't take any drug, runs for all his APs -> nearly no stamina loss

The next turns show the same effect: a huge stamina drain when you use APs and are drugged by energy boost.

I don't know if it's intended, but i personnaly don't see the point in using this drug if you fall unconscious in one or two turns. This huge drain should take action with the side effect, not before.

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