Closed docrostov closed 1 year ago
Thanks for writing these up – it's super helpful when an actual speed player uses the tiles. 😎 I can knock out 1/3/4/5 quickly.
Adding some of my observations too.
- there's a weird "empty data" state for the 8bit tile that i noticed; [...] some parts of the tile update faster than others, in a way that made no sense to me. i bet this is because it's a very pref-based tile and some of the prefs update at
I also noticed that it will tell you "0 points left for digital key" when you're > 10000, so we're probably missing another conditional to remove it when full.
- we need to add a catch for standard for the melodramedary added bullet in the desert tile; camel is out but it still shows up as a recommendation in the guide
It shows up right now even if you don't have a camel at all! The logic in this tile is crazy nested and could probably be cleaned up a lot. Likely not worth deep investment here though, should probably just do better in Yorick.
(while doing this, we probably should add a "use these milestones" if you have milestones in your inventory.)
I added this with rock garden, but it has a similar issue to what you called out with 8-bit, where mafia doesn't immediately update the prefs immediately upon harvesting the garden items, so sometimes you have to explicitly refresh TourGuide for it to show up. Maybe worth a mafia post.
- the CMC tile has this "# of pushes to double your pill" thing and it is nice but when it turns negative it should just say "your pill is doubled" because the - here is a little confusing
We will probably need more logic than this – right now it shows negative even when you haven't actually doubled your pill.
Separate CMC observation: Isn't it incorrect that mafia seems to sometimes track pushes as "?"? There's an example in your screenshot and I've seen it happen a bunch too. That results in popping the oldest adventure off the stack, when as I understand it pushes should just not add to the pref at all. I'm not sure of the game's full logic around what counts as a push so it's hard for me to tell what exactly the fix in mafia should look like.
re: cmc pushes, you are right. it seems to have major issues with lockets, which are zoneless. probably worth a mafia forum thread bc i bet that’s a simple change; if i have time today i’ll add one
Finished up 1/3/4/5 in #144. Noting for posterity that we still need to figure out 2/6, including whether some underlying mafia changes can be made to help.
closing this because i have resolved everything in #147
most of our tiles are working well and things are good!
here are a few things that came up while i was in AoSOL; some are AoSOL related and some aren't.
in addition to these things, i think we should do a more full-scale refactor of our everything-looks-yellow/blue/red tiles now that there are more things that interact with them. this is a bigger deal and i will probably finish out everything else in this issue, close it, and make a new issue for the ELY/B/R stuff before i do it... but i think that would be a valuable thing to do. sort of like the clover rework, just a good place for us to figure out how ezan's old scaffolding works and either remake it or use it more properly.