# Advanced Disease Rework
# The issues
Diseases currently have a few problems:
1) The Virologist's role in curing diseases is relegated to figuring out stealth viruses, and producing a vaccine. The actual cure is completely independent of virology.
2) There aren't enough possible cures, and they are revealed too readily. This combined with easy production of vaccines makes curing diseases trivial.
3) A disease is either hidden from a device or it isn't. There is no way to reveal a stealth virus and its nature can only be deduced.
# The changes
## Advanced Disease
- Advanced diseases are now slower overall, but can be hastened by administering virus food to a carrier. This is useful when trying to gather samples for the cure.
- When infecting a non-monkey, advanced diseases incubate for a period of 60 seconds, during which time they are still infectious, but they do not progress and do not show up on scanners, even if the strain has been put into a pandemic.
### Cures and Vaccination
Vaccines no longer cure the disease. Instead they only prevent contraction. Getting cured normally still makes you resistant.
Cures are now randomly generated, with higher resistance increasing the amount and the difficulty of obtaining the cures.
There are 3 cure lists to choose from when generating a cure:
- Basic cure list:
- salt
- sugar
- orange juice
- spaceacillin
- lipolicide
- teporone
- diphenhydramine
- silver
- gold
- Advanced cure list:
- atropine
- mitocholide
- acetic acid
- cryoxadone
- pentetic acid
- haloperidol
- degreaser
- perfluorodecalin
- Plant sourced cure list
- bicaridine
- kelotane
- omnizine
- synaptizine
- diluted omnizine
- morphine
- cbd
- thc
- nicotine
- psilocybin
- Any drink
The way the cure is generated is as such:
- The cure of each disease always has a random element from the basic cure list.
- Additional cure reagents are randomly selected from all other lists. The amount of reagents being selected is the amount of required cures + 2
To cure the disease the patient needs to contain only some of those cures. The exact number is 2.2 * 1.1 ^ resistance, and it is displayed on the health analyzer once the disease is analyzed as "required cures"
### Strains
Advanced Diseases now have strains. Strains carry over between different instances and change whenever the virus evolves, devolves or is mixed with another virus.
- A strain can be either known or unknown. An unknown strain will display limited information to the health analyzer and PAN.d.e.m.i.c and needs to be analyzed by the PAN.d.e.m.i.c
- Advanced Diseases can now spontaneously evolve/devolve when infecting a mob with a 3% chance.
- A tracker can be added to viruses using a new virus food. This tracker tracks the virus' strain at time of insertion, making the current strain of the virus be made known when put into a PAN.d.e.m.i.c if the tracked strain is known.
- Multiple samples of the same strain will not mix. This allows multiple stages of the same disease to exist together.
### Symptoms
Some symptoms can now be treated individually, with each having a list of reagents that will reduce it's frequency and severity it so long as any are in the patient. The effect will persist while the treatment is no longer in the patient for a period of time equal to the amount of time that it was in the patient, up to 10 minutes.
- Each treatment chem has an effectiveness, which is by how much it reduces **both the frequency and the severity** of the symptom being treated. So it effectively applies twice.
- The effects of all treatment chems stack multiplicatively
Symptom treating reagents:
*If no effectiveness listed means 100% effective*
- Choking
- perflurocaridin
- Cough
- salbutamol
- perfluorocaridin
- Confusion
- tea 30%
- coffee 30%
- synaptizine
- ephedrine
- Deafness
- occuline
- Dizziness
- antihol
- ephedrine
- Spontanous Combustion
- frost oil
- menthol
- water 15%
- Hallucinations
- synaptazine
- ephedrine
- Headache
- hydrocodone
- morphine
- salycilic acid
- tea 50%
- Hyphema
- oculine
- Toxic Filter
- frost oil 50%
- Itching
- silver sulfadiazine
- Self-Respiration
- cyanide
- Vitiligo
- synthflesh
- Sneezing
- salbutamol
- perfluorocaridin
- Voice Change
- honey
- lemon juice
- orange juice
- All forms of Vomiting
- calomel
- charcoal
- pentetic acid
- Necrotizing facilities
- synthflesh
- lazarus reagent
- Weakness
- tea 40%
- coffee 40%
- synaptizine
- ephedrine
- Weight Loss
- frost oil
- protein 20%
- vitamins 20%
- sugar 10%
- plant matter 10%
Many symptoms have also experienced stat and/or behaviour changes:
- All harmful symptoms have a total stat value of - (severity + 2)
- All benign symptoms now have a total stat value of 0
- Overall lethal symptoms are now more lethal, but scale gradually with disease progression, which is now itself more gradual
Symptom change list:
- Facial Hypertrichosis
- stealth -3 -> -1
- resistance -1 -> 0
- stage speed -3 -> 2
- severity 5 -> 6
- spontaneus combustion
- resistance -1 -> 3
- stealth -1 -> -3
- severity 5 -> 6
- Necrotizing Fasciitis
- stealth -3 -> -4
- resistance -3 -> 3
- severity 5 -> 6
- Cranial Hypertrichosis
- stealth -3 -> -1
- stage speed -3 -> 1
- transmission -1 -> 1
- Hallucination
- resistance -3 -> 0
- stage speed -3 -> -4
- transmission -1 -> 1
- Alopecia
- stage speed -1 -> 1
- Vitiligo
- resistance -1 -> 0
- stage speed -1 -> 1
- transmission -2 -> 2
- Hyphema
- stealth -1 -> 2
- resistance -4 -> 1
- stage speed -4 -> -1
- transmission -3 -> -4
- Viral Evolutionary Acceleration
- Viral evolutionary acceleration now randomly changes the blocks of harmless mutations such as accents and horns.
- Voice Change
- stealth -2 -> 2
- stage speed -3 -> 3
- Vomit
- All vomit symptoms had thier activation probability - doubled and have a 50% to trigger vomiting at stage 4.
- All vomit now attempts to infect mobs on affected turfs with all of the vomiter's viruses. This is independent of the symptom
- stealth -1 -> -3
- stage speed 0 -> -2
- severity 4 - > 3
- resistance -1 -> 0
- Blood Vomit
- Vomiting blood now loses blood equal to the amount of nutrition that would have been lost if it was regular vomit. This is independant of the sympton
- Blood vomit now causes confusion
- Blood vomit now has an extra 1 range
- Blood vomit now causes a cL 75 bloodloss
- resistance -1 -> 2
- stage speed -1 -> -3
- transmittable 1 -> 0
- Projectile Vomit
- severity 0 -> 4
- resistance 0 -> 1
- stage speed 0 - > -2
- Nutrition loss 30 -> 60
- range 5 -> 6
- Projectile vomit now causes confusion
- Weakness
- stealth -1 -> -2
- transmission -2 -> -1
- resistance -1 -> 1
- severity 3 -> 4
- Weight Loss
- severity 1 -> 4
- stealth -3 -> -2
- resitance -2 -> 1
- transmission -2 -> -3
In addition, the Anti Bodies Metabolism symptom has been removed.
### Virus Protection
- When within one tile full protective clothing is required for all viruses that don't only contaminate through hand/feet contact.
- Eye and mouth protection will protect against sneezes, to a degree dependant on the mask's permeability, provided the virus is also not airborne.
- Airborne viruses require eye protection and internals or a surgical mask at any range, though a mask/helmet with low permeability will help reduce the chance of infection
### Item Contamination
- Putting blood into a container will contaminate it with the viruses in that blood
- Moving reagents from a contaminated container to a mob will try to infect the mob with the contained viruses
- Containers can be disinfected by being brought above 60 degrees C this can be done via shower, lighter, chem heater or any other method
- The dishdrive decontaminates drinking glasses
- Bringing blood above 60C will kill all viruses in it
- Sterilizine will disinfect any container it is sprayed on. If put into the container it will also kill any viruses in the reagents within it. The recipe is: 2u antihol + 1u chlorine -> 3u sterilizine
### Virus Making Changes
New types of virus food have been added:
- Stabilizing virus food: Prevents spontaneous evolution.
made from equal measures of virus food and mutadone
- Tracking virus food: Makes a virus track previous strains. If any are known the virus' current strain becomes known. This allows modifying viruses without needing to reanalyze them.
Made from equal measures of virus food and flurosurfactant
### Viral Genetic Material
Viral genetic material is a new reagent that can be obtained by:
- Injecting a sample of advanced viruses into a black slime extract
- Irradiating a sample of advanced viruses with gamma radiation(SM or singularity)
The end result will contain genetic material of the strains within the original sample, and the genetic material produced
by each method can be used together with the genetic material produced by others for additional benefit.
## Equipment
### PAN.d.e.m.i.c Changes
In addition to its previous functions the PAN.d.e.m.i.c now also analyzes advanced diseases to make their strain known:
- Analysis Difficulty: Each disease will have an analysis difficulty displayed in the PANDEMIC, which is how much data you need to accumulate in order to be able to analyze it.
- Upgrades: The pandemic is now a machine. It takes a manipulator and a laser and upgrades reduce the analysis time down to 7 seconds, and the difficulty down to 0.75 of the original value
- Data: Data comes from 3 sources: Adding unique stages of the same strain to the sample, adding viral genetic data to the sample, and inputting the correct symptoms before analyzing the disease.
- Analyzing Multiple Stages: Each unique stage of the same strain in the sample contributes 40 points of data
- Predictions And Revealed Symptoms: When an analysis attempt is made, all correctly guessed symptoms are permanently revealved for that strain. The correct guesses and revealed symptoms toghether contribute up to half of the total requirement
- Viral Genetic data: Each point of viral genetic data added to the sample contributes 60 points towards the total
Changes to disease behaviour:
- Diseases always show up in the PANDEMIC on regardless of stealth
- The stats, symptoms and cure of an advanced disease are now only presented if it is known(analyzed or a roundstart disease).
### Health Analyzer changes
- The health analyzer behaves the same with viruses of 2+ stealth, not showing them at all.
- When a virus is inserted into the pandemic it is revealed to all health analyzers, even if stealthy
- The health analyzer will not show details of unknown viruses, except for the current stage and strain.
## Disease Outbreak Event
The disease outbreak event has been buffed and can now also be a major event.
- The major event is guaranteed to be an advanced disease
- The moderate event has a 50% chance to be an advanced disease
- Major event gives bonuses of 6 stealth, enough transmissibility for either general spread or airborne spread and an extra 3 points randomly distributed
- Moderate event gives 2 thirds of those bonuses
- Disease generation randomly picks 2-3 payload symptoms, adds cough or sneeze if the spread target is at least general contact and fills the rest with random symptoms with transmissibility of at least 1.
- The alert for the event comes 8 minutes after 3 people are infected