On Sat, 2 Jul 2011, Adam Borowski wrote:

>>    Altar vaults by Brendan (bmh). #4010
>
>> +# kilobyte: obviously, it lacks handling of shafts and hatches.

> Hatches and shafts give a very lucky or very tedious way to obtain this
> loot, I doubt this is what we want.  Remember, you can get shafts on request
> by using weapons of chaos.
>
> Lack of jewelry autopickup can make people lose items for a purely UI
> reason.  Having them exempt from acquirement is kind of subtle and unlikely
> to be noticed in a real game.  Having troves request a randart that is
> present only in this vault, though, is frustrating and likely to cause bug
> reports.

Both of these are quite obscure. I am fine with locking this from release 
(it sits in its own file, so will be easy to do) but let me rally for 
support on the issues you raise, please.

> Thus, I'd prefer disabling this vault until all of the above issues are
> fixed:
> * shafts (but not hatches!) could be made to place in in a random spot,
>  respecting no_rtele_into.  Hatches need to be deterministic, but this can
>  be done by using a hash of the old coords and a game id.
> * instead of the "all neighbours unwalkable" hack in _is_affordable(), we
>  could explicitely mark items in vault definitions.
> * no idea how to fix Ashenzari and identification on sight / in stashes.
>  Autopickup code heavily relies on all identified items being obtainable.
> * troves would need a way to filter out such items.  Codeable.

So, anyone up for tackling these? Note that the incriminated vault is not 
the only one to display the behaviour. So we're better of tackling these 
in any case.

>> commit 4c1b49797e77b699c5352916a15bddd3511498ce
>>
>>     Ashenzari overflow vault (galehar).
>>
>> -----------------------------------------------------------------------
>> ITEM:   cursed mace / cursed trident / cursed flail w:1 / cursed whip w:1
>
> Problem: this is spoily: players are not supposed to benefit from outside
> knowledge that the item they can find here is cursed.  This is like an old
> CB vault where you knew the potion is slow.
>
> A possible solution is to pre-identify cursedness status.  This would
> require coding support for placing a partially identified item.  Not that
> hard, but hacky.  The alternative would be to remove the thing.
>
> Which way do you prefer?

This vault was galehar's idea. It is supposed to teach players the use of 
Animate Skeleton when they wield a cursed blunt weapon. I don't think the 
weapon being cursed is such a big surprise here. And in contrast to the 
potion of slowness, there is nothing to be gained here: no identification 
information; the weapons are mundane. I don't think a change is required.

Cheers,
David

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