All Updates

New drug balancing

24/10/2026

Drug & Special Stock balance pass

I have tuned Cannabis, Hustle, Adderall, Narcan, and several combat stims based on early feedback. Short version below — live numbers are always what you see in-game at the Pharmacy.


Cannabis

  • Still shaves 30 minutes off an active Job.
  • Fail chance is now +10% for 45 minutes (was 15).
  • Each extra dose stacks the fail chance and extends how long it lasts — spam doesn’t clear the debuff when the job ends.

Hustle Pills

  • Job success, rewards, and experience: +10% → +25% (still 6 hours, still −20% combat stats).
  • Rewards now correctly include robbery supply hauls (Agave Hearts, fertilizer, coca paste, construction mats) — not just cash.

Adderall

  • University INT gains: +30% → +3% for 15 minutes (still stacks).
  • Drug cooldown added per use: 1 hour → 6 hours.

Narcan

  • Same OD effect (30% of OD strength + remaining OD/Drug cooldown when you have an active Overdose).
  • Medical cooldown: 1 hour → 6 hours.

Combat stims (power down)

Durations, Cannabis costs, and stacking rules are unchanged. Magnitudes:

  • Rage Injector — +60% Strength, 10% haymaker (was +150% / 30%)
  • Sprint Serum — +50% Agility (was +100%)
  • Bulwark Shot — +50% Defence (was +100%)
  • Focus Stimulant — +60% Accuracy, 10% glancing blow (was +150% / 30%)
  • Adrenaline Shot — +80% Agility, −50% Defence (was +125% Agility)

Combat Stim and Painkillers are unchanged in this pass.