In his thread about food/booze consumption changes, Jick wrote the following:
These are all changes that need to be folded into the data files, fullness.txt (for food) and inebriety.txt (for booze), as they are discovered.
Size 1 item changes
There were about 35 food and booze items whose fullness/drunkenness was 1, and whose range of possible Adventures included, but was not limited to, a single Adventure. These have all been changed to either always give 1 or always give 2 Adventures.
Some stuff (like Imp Ale, for instance) was ending up in the "decent" tier because of the small chance it had of giving you 2 turns instead of 1. I don't think that uncertainty actually adds any fun for anybody, so I went ahead and simplified all of these items.
Key lime pies
Since these had an Adventure removed from the cooking process and the new system threw into sharp relief how much of an outlier they were, qualitywise, their average yield has been reduced by 1. The range of adventures they can give is way smaller now, too.
Weird fractional ranges
The vagaries of our ancient, nonsense food quality system created a bunch of situations where on the backend, food would give you a range of adventures from, say, 2 to 5.1. The consumption code did weird rounding to deal with the weird numbers, but I always hated them. I've gotten rid of all of those noninteger values. The net result will be slightly reduced average yield from about 90 different food and booze items. Slight as in tenths of an adventure. Slight as in probably nobody would have noticed for months and months if I hadn't said anything. Slight.
These are all changes that need to be folded into the data files, fullness.txt (for food) and inebriety.txt (for booze), as they are discovered.