{"action":"opened","issue":{"url":"https://api.github.com/repos/jeremygurr/dcssca/issues/180","repository_url":"https://api.github.com/repos/jeremygurr/dcssca","labels_url":"https://api.github.com/repos/jeremygurr/dcssca/issues/180/labels{/name}","comments_url":"https://api.github.com/repos/jeremygurr/dcssca/issues/180/comments","events_url":"https://api.github.com/repos/jeremygurr/dcssca/issues/180/events","html_url":"https://github.com/jeremygurr/dcssca/issues/180","id":147852109,"number":180,"title":"fix hunger","user":{"login":"jeremygurr","id":3094011,"avatar_url":"https://avatars.githubusercontent.com/u/3094011?v=3","gravatar_id":"","url":"https://api.github.com/users/jeremygurr","html_url":"https://github.com/jeremygurr","followers_url":"https://api.github.com/users/jeremygurr/followers","following_url":"https://api.github.com/users/jeremygurr/following{/other_user}","gists_url":"https://api.github.com/users/jeremygurr/gists{/gist_id}","starred_url":"https://api.github.com/users/jeremygurr/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/jeremygurr/subscriptions","organizations_url":"https://api.github.com/users/jeremygurr/orgs","repos_url":"https://api.github.com/users/jeremygurr/repos","events_url":"https://api.github.com/users/jeremygurr/events{/privacy}","received_events_url":"https://api.github.com/users/jeremygurr/received_events","type":"User","site_admin":false},"labels":[],"state":"open","locked":false,"assignee":null,"milestone":null,"comments":0,"created_at":"2016-04-12T19:36:56Z","updated_at":"2016-04-12T19:36:56Z","closed_at":null,"body":"Ok I think it's time to fix hunger, to prepare for the stamina feature. Or maybe it will go out at the same time as the stamina feature, since they may rely on each other. Of course we'll have to do something about the vampire, and probably mummy.\r\n\r\nThis probably won't be an option, so I want to be sure to get it right. \r\n\r\nWhat good does hunger and food currently accomplish? We want to keep as much of the good as possible and eliminate the bad. \r\n\r\nAs far as I can tell, hunger avoids some scumming practices and compels the player to move forward. But it is so long term that it rarely creates any meaningful decisions for the player, and often creates tedium. \r\n\r\nHunger also provides some nice flavor distinction for the undead species. \r\n\r\nHunger also supposedly limits high powered spells, but I really don't see the need to limit spells both with mp and hunger. If they need to be more limited, we can make higher level spells cost more (coming later...)\r\n\r\nSo...\r\nOption A: keep hunger, but implement auto-chopping and eating of corpses when resting. \r\n\r\nOption B: remove hunger and chopping, but keep eating. Eating can still be used for some special effects (giving health or removing rot from ghouls), restoring stamina more quickly?\r\n\r\nOption C: remove hunger, chopping, and eating. \r\n\r\nI'm having trouble finding any significant losses from implementing C that can't easily be given back by a different mechanism. For example, ghouls eating corpses to heal rot. When a monster dies, there is a chance that the corpse doesn't drop, and instead the ghoul gets healed. No effort at all on the part of the player. Mutagenic corpses can of course be replaced by mutation potions. Hunger costs of high level spells instead consume sp (if that's even necessary). \r\n\r\nWe can keep fruits in the game for fedhas and fun flavor for various vaults. And eating a fruit can give a fixed boost of stamina. Maybe royal jelly could have some special effect like making all stamina costs be 0 for a limited time after eating it. But other food would be gone. So I guess this would be more like option B. Seems a little silly to have an important keyboard spot taken by something so rarely used. They would be effectively the same as potions, since they are one time use consumables. So maybe the 'q' command can also list these food items. Quaff a fruit?\r\n\r\nFor the vampire, they could keep their \"blood meter\", and still quaff potions of blood to increase it. So they wouldn't change at all. \r\n\r\nFor mummies, maybe they don't have stamina at all. They wouldn't be able to switch to \"power\" mode to run away or \"careful\" mode to sneak, but they would be able to spam channel energy and high powered spells just like before. \r\n\r\nSpriggans low food requirement could just translate into their actions requiring half as much stamina as normal. \r\n"}}