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:
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
Hustle Pills
Adderall
Narcan
Combat stims (power down)
Durations, Cannabis costs, and stacking rules are unchanged. Magnitudes:
Combat Stim and Painkillers are unchanged in this pass.