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Thread: Dusty Bottles automatically made a goal

  1. #1

    Default Dusty Bottles automatically made a goal

    I'm afraid I haven't tracked this as well as I should, but using r8627 (and I've checked, none of the revisions since seem to refer to this or anything that should have an affect):

    While doing the wine cellar in the relay browser, at some point, one or more of the required dusty bottles is automatically added as a goal. The first time it happened, I assumed I had accidentally clicked on the "goals" checkbox on the adventure tab. But I paid slightly closer attention this run, and I'm fairly certain none of my actions should have resulted in the auto-adding of this goal.

    Please note I had done no automation (in any way, aside from the "script" button during combat) at that point in either run. The goal was noticed as, later in the first run, I was automating some turns in my leveling zone. In the most recent run, I typed "goals check" immediately after pouring my dusty bottles, and saw that there was, indeed, a goal set.

    Unfortunately, I haven't been able to narrow it down further, due to the one-time-per-run nature of this circumstance.
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  2. #2
    Developer Veracity's Avatar
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    Why is this a bug?
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  3. #3
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    I haven't checked the code, but in my experience Mafia adds the relevant dusty bottles as a goal when you first visit the summoning chamber, and removes them as you get them.

    Whether the Goals checkbox is on or not won't change this: the dusty bottles you still need remain the default goal for the Wine Cellar.

    What sounds strange is the fact that the goal doesn't change when you change location (although the fact that you were playing from the relay browser might explain that), and the fact that your goal isn't "none" after pouring the wine bottles.

    In either case, this should only bother you if you are automating turns via the Adventure tab.
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  4. #4

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    To clarify; I wasn't doing anything related to auto-adventuring at the time I was in the wine cellar. No use of "goals" on the cli, no checking, selecting, etc. of any of the relevant parts of the Adventure tab (some possible sub-tab use: moods, ccs, etc.; but not location, special actions, etc.), no typing "adventure x" on the cli.

    I was under the impression that, in such a case, goals would not be added. If this is wrong, my apologies, but I feel it is still a bug for the goal to remain after the three bottles are poured and the chamber is opened.

    Edit to add:

    Both times, I didn't notice I had a goal set until I burned turns via automation in the Bathroom at a later point (I never seem to leave enough time before rollover).
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  5. #5
    Developer Veracity's Avatar
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    Adventuring in the Relay Browser affects the GUI: it will set the Adventure Location to where you adventured. Choosing a new Adventure Location will give you default goals for that location. However, the code to actually decrement goals and stop adventuring is only called for automated adventuring; finding stuff in the Relay Browser does not decrement goals. Nor does it tell you when your goals are fulfilled.
    That is what you saw.

    That said, I have noticed that the Relay Browser doesn't always set the Adventure Location. For example, if I am auto adventuring somewhere in aftercore and the fortune cookie counter stops me, if I go to the relay browser to, for example, get some pool training, when I go back to the GUI, it did not swap my adventure location and I can continue where I was.
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  6. #6

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    I'm sorry, I'm not trying to be rude*, I just honestly don't follow. If simply adventuring in the relay browser causes goals to be set, why is there a checkbox next to the goals text field? Does this mean it's only possible to NOT have goals set by your adventure location when you're automating? If finding things in the Relay Browser doesn't decrement goals, why does adventuring in the Relay Browser set goals in the first place? I KNOW I must be missing or completely miscomprehending something, because that doesn't make sense to me.

    * Really, truly. I promise. Just confused.
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  7. #7
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    When the checkbox is on, autoadventuring will stop once the conditions in the goal box are satisfied. The checkbox is only used to change this behavior: it doesn't have to do with goals being added or removed.
    Try the Nemesis Quest Script or the FamiliarFeeder interface.
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  8. #8

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    I'm still confused, and though I really am not trying to be belligerent here, the current goal behavior with dusty bottles feels like a bug to me. At the very least, it would seem preferable to have your conditions checked when you pour the bottles at the altar, such that you don't end up with the last acquired bottles "stuck" as a goal if they aren't manually removed.
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  9. #9

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    Why does the current goal (or even the existence of the Goals box) matter while manually adventuring? I don't understand how anything could be gained from a change.

  10. #10
    Senior Member Theraze's Avatar
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    I think what he's describing is that it's setting the condition as active, which is counter to most locations... When you adventure manually in the dungeon of doom, it doesn't actually set the dead mimic as an active condition, though it's the default goal. If manual adventuring in the basement is making it an active goal without actually setting it as such or clearing it when the manual adventuring solves that goal, that seems to be unintended behaviour...

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