On Sat, 2 Jul 2011, Adam Borowski wrote:
> On Sat, Jul 02, 2011 at 06:50:53PM +0200, David Ploog wrote:
>> On Sat, 2 Jul 2011, Adam Borowski wrote:
>>
>>>>    Altar vaults by Brendan (bmh). #4010
>>>
>>> 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.
>
> Yeah, this is shared with several vaults, although AFAIK they do not block
> controlled teleports so the item is merely hard to get rather than
> unobtainable.

True.

> The only strictly bad issue is a shaft/hatch dropping you into a place like
> enter_bailey_6 or enter_bailey_8 if you have no means of teleportation.  At
> that depth, we may not care anymore.
>
> Out of the new vault, other issues are merely a hardship that may be
> overcomed -- we use the very same hardship intentionally for one of demonic
> runes in Pan.  It does suck, though -- repeatedly trying controlled
> teleports into a single square is not really a fun thing to do.

If quick solutions to the above issues cannot be found, I'll put them on 
the tracker.

Thanks,
David

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