Ailment Building Blocks Mostly Done
Hey Folks! Hope everyone had a good weekend. Some of the usual home maintenance stuff here, though we did do some fun shopping, dining, and park exploring. Almost bought a like-new, vintage Fiend Folio from a used book store, but couldn't justify the price. (Now, if it were one of the old TSR books I've since lost...)
Back at work, still slogging through the conditions and ailments. I think at this point, I'm just about done with the building blocks like headache, vomiting, coughing, etc. And I'm well into the higher level ailments like diseases, cutaneous radiation syndrome, drinking, etc.
I still think that at some point, I'm going to need some sort of stacking flag on some of these. Players shouldn't be able to infinitely bolster their immune system with pills, for example. For now, I've got it hooked up to my threshold rules, which is fine and works as intended. But if I end up needing one of these for every drug in the game, it'll be easier to switch this on/off per condition. (Probably why I had it in there originally!)
Anyway, slow but sure progress.
Michael's given me an update on his progress, and it looks like jobs and pathfinding are coming along, as well! He's got some interesting sounding improvements to pathfinding near things that are unwalkable, which will be handy. And we can now apply random damage to a ship, enable jobs, and AI will start patching it up.
I'm excited to give those changes a shot, once I've got the data finished on my end and can sync again!