diff --git a/ROADMAP.md b/ROADMAP.md index cf32551..b91f679 100644 --- a/ROADMAP.md +++ b/ROADMAP.md @@ -215,8 +215,24 @@ ideology-driven *decision*, not another timer. - **Punishment as a player order.** Issue solitary / lockdown / privilege-revocation as a discipline *action*. Distinct from Prisoner Realism's *passive* solitary toll — we add the order and its interface; defer the mood consequence to Realism where present. -- **Corruption.** Wardens/guards take bribes, smuggle, or look away — a guard-integrity stat. Seeds - the bent-warden contraband supply route already in Contraband's plan. +- **Warden personality & corruption (expanded 2026-07-15).** A search is only as thorough as the + warden running it. Diligence is a function of the warden's **personality** (traits: a Kind or Lazy + warden frisks gently; an Abrasive or dutiful one turns the cell over) and **circumstance** (mood, + their relationship to the prisoner, how run-down the prison is). Three faces of the same + guard-integrity axis, all reading the same warden→prisoner state: + - **Search intensity.** Personality + circumstance scale find-chance and how often a warden bothers + — the lax warden misses what the hard-ass finds. (Extends `WorkGiver_Warden_Search` + + `JobDriver_SearchPawn`'s find roll, which already take Social skill; add the warden's disposition.) + - **Forgiveness.** A warden may *deliberately overlook* certain items — a sympathetic guard ignores + a prisoner's smokeleaf, a jar of hooch, a family photo. Per-warden tolerance, per-item, so the + same contraband survives one guard and not another. + - **Bent wardens smuggle IN.** A corrupt/bribed/romantically-entangled warden becomes a **supply + route** — they hand contraband TO a prisoner (the `Conceal` door already noted in Contraband as + "a bent warden"). This is the corruption payoff and the thing that feeds a Gang's network. + + Self-complete (reads vanilla traits/mood/relationships); no dependency. This is where the + contraband loop stops being "the game vs. the player" and becomes "the player's own guards, who + each have their own angle." --- @@ -260,6 +276,30 @@ Intake shipped **Harmony-free** (2026-07-15): rather than the planned patch on t not yet processed is one newly in custody. Keeps Contraband's zero-Harmony core intact and steers clear of the method Hospitality/Prison Labor already stack three patches on. +### Foul Play — substance system, expanded (2026-07-15) + +The chosen "finish substances" work grew into a full **substance-cocktail** system. Three parts, +built on the existing `SubstanceDef` (data) + `CompVessel` (delivery) + `CompFerment` split: + +- **Hooch.** A fermentable substance whose harm is **incendiary** — set its `damageDef` to a flame + def and the framework's own `GenExplosion` splash starts fires (a Molotov), no splash-code change. + Fermentation makes a *ripe* (high-alcohol) hooch a stronger firebomb — the harm-vs-time axis, but + running the other way. Also **drinkable** as alcohol (share vanilla `Chemical_Alcohol` if cheap). +- **Ferment in any liquid-holding furniture, not just toilets.** Generalise to a capability: a + fermentation SITE is any *building that can hold liquid* — a DBH toilet/tub/sink, a vanilla + `FermentingBarrel`, a modded vat. Detected by recognizable identity (defName/label vocabulary: + toilet, barrel, tub, sink, tank, vat, trough, cistern, latrine, urinal, basin) + known vanilla + defs, **dependency-free**. Hooch *requires* a site (pruno needs a vessel); piss can *use* one for a + bigger/faster batch but still brews from the body. Fits Foul Play's standing "works with all + containers" rule. +- **Mixing — combine any substances.** A vessel's contents become a **blend** of `SubstanceDef`s + (piss + feces + semen + …), and `SubstanceSplash` applies each one's effects together — caustic + + disease + humiliation in one throw. "Mix everything": the blend is a runtime list on the vessel, + defaulting to the def's single substance when unmixed, so every existing vessel still works. + +Staged so each ships green: **hooch → liquid-container fermentation → mixing.** The vessel data model +is built mixture-capable and site-aware from the start so none of it is a later refactor. + ## Compatibility — the non-negotiable The suite must load and run cleanly alongside the **all-time most-subscribed Workshop mods**, not