supaar OLDWell, I must say that I myself would debate the inclusion of them, I just find it would be a horribly laughable experience to have the message:
Urist cancels haul item: Tripping Ballz
I would suggest that non-earth dugs be used, just to keep the dwarven universe dwarven.
Also, dwarves don't get drunk, but because of their different lung capacity/structure they should be affected moreso by inhaled substances.
I.E.
Certain tree's can have their roots stripped and crushed to create a potent hallucinogenic formula for your dwarves.
And all the basic give your alchemist a job, make your philosopher even more useless, distract your nobles, would be nice too.
Taking a similar substance to lsd, or eating some obscure wild mushrooms in Adventure mode could cause screen-warping affects, modify your combat chances, and turn everything rainbow.
Maybe lose social standing (if it gets put in) for becoming inebrated in public? Some cultures allow it/others forbid?
Elves would be tripping out 24/7, humans would occasionally smoke, and golbins/kobolds would brew potions and have crazed sex-parties on the eve of the siege.
Just to add flavor/laughable experiences to the game.
I am not promoting/attacking drug use, so don't argue about it.:Edit:
I have decided to summarize the ideas presented in this surprisingly alive and kicking thread.
-Fantasy Substances-No real world drugs
(I would suppose that alcohol breaks this, but I figure finding a *blunt* underneath your haulers bed would be immersion breaking)
Sources--Area specific drugs
-Herbalism skill to harvest from flora
-Alchemist or Fish/Small animal dissector for animals
-Some plants contain chems for drug making
-Also animals (toads, insects)
-Other flora (roots, bark)
-Gases found in earth/created from found substance (ohgodjenkem)
Effects--Spiritual Uses (tribal ceremonies)
-Certain types do certain things;
Opiates
Stimulants
Dissociatives
Deleriants
Others
-Causes different mood changes in users
-Happy/sad/scared (most likely requiring filled-out emotion)
-Different dwarfs are affected differently; It's a gamble to let your dwarfs have access
-Confusion/madness/death
-Overdose possible
-Different races tolerant/intolerant against certain types (Dwarfs = Alcohol tolerant for example)
-Hallucinations that actually change gameworld for the dwarf (HOLY FUCK IM TRIPPING BALLZ THERE ARE SKELETAL DEMONS EVERYWHERE)
-Above present in adventure mode; Extra fun.
-Social standings in society; Addiction causes standing to decrease/people to hate you
-Addiction leads to uselessness; possible recovery through treatment
(lol AA for dwarves
)
-Basic brain injuries/infectious delirium can cause drug-like affects.
Uses:
-Traps
-Underground Diversity
-Alchemist has a use
-By feeding to nobles causes happy/sad/suicidal thoughts
-General population control
-Emergency anti-spiral effects (YAYZERZ EXTACSY I HAPPY ABOUT DEATH LOLOLOLOOL)
-Give to philosopher for better progress?
General (stuff from thread I'm too lazy to interpret)
-Mixing the stuff together would cause problems. . .Or awesomeness
-Fake, deadly drugs - Higher herbalist prevents misinformation
-Drug paraphernalia (pipes, hookahs, incense, potions)
-Tripping rooms (either for quite meditation or mind-blowing visuals cause by trippy statues)
-Medication (anesthesia)
-Drug politics-gangs, dealers, questionable legality
-Religion practices
-Hippies (ohwaitelves)
-Energy boost for soldiers
-Caffeine
-Drug warfare - addict enemy civilians
Let's discuss something new-
*SOMETHING NEW ITS LATE I HAVE NO IDEAS*
I'm too lazy to see if I've begun to repeat myself in this list, but there you go.
Any more ideas?