loathers / TourGuide

Relay script for KoLmafia, for the web game Kingdom of Loathing. Gives advice on how to play.
The Unlicense
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a variety of small notes and fixes after my first run of the year #143

Closed docrostov closed 1 year ago

docrostov commented 1 year ago

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.

  1. there is no wand in aosol. we should, ergo, not recommend users get a wand. almost tricked me like 3 separate times lol
  2. there's a weird "empty data" state for the 8bit tile that i noticed; i had to visit the realm for mafia prefs to update and start out with black. what i should add is a catch for when the mafia pref is not populated that says it's likely vanya's but to reload 8bit and check bc the pref is weird. (one additional note -- 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 different cadences but i did not notice this when i was developing the tile and am weirded out that this happened in-run. notably, the "turns left in this zone" and "turns left overall" were almost always 1 off unless i refreshed tourguide. weird!)
  3. if there is value in goose-duping the boss rewards, we should put a gray bullet or a goose emoji next to the boss item in the AoSOL tile. specifically, there is a ton of value in goose duping the wishbone (+100% item drop for two accessories? yes please) and the bat paw (-50 ML for bridge & +50 ML for tavern)
  4. 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. (while doing this, we probably should add a "use these milestones" if you have milestones in your inventory.)
  5. after spending a run with the rufus/phone tiles, i think they work really well and i'm not super motivated to make changes immediately. however, i do think there is some potential value in a tile that tells you if there is a zone with the monster that drops your targeted item + shadow slabs; it's a useful piece of info and i was pretty constantly checking the wiki to see if the artifact quest was meaningfully good/easy to snag by picking the right rift to jump into.
  6. 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

image

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.

ajcoppa commented 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.

  1. 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.

  1. 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.

  1. 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.

docrostov commented 1 year ago

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

ajcoppa commented 1 year ago

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.

docrostov commented 1 year ago

closing this because i have resolved everything in #147