bumcheekcity
Active member
I don't think any of this is new, but I will throw it out there in case it jogs someone elses memory.
1)BCCA will try and adventure in the HITS even though the quest to open it has not been completed. For HC, I suspect the thing to do is just always and unconditionally try and open it when you are already dealing with the Castle. Make HITS an option and then the SC players can turn it off, pull the star gear and identify bang potions elsewhere.
2)BCCA kept trying to go to the Barrr without the swashbuckling getup equipped. This puzzles me because it was clearly trying to maximize with "+outfit swashbuckling getup". The string did not seem to have been recorded in the mazimizer's MRU and one of my strings was still there so I wonder if the mazimizer didn't actually get called. But this is one of those weird things that won't get fixed or looked at until it is repeatable and its not there yet.
3)BCCA seems to unconditionally want a box of matches to unlock the Hidden Tavern. That might be worth making an option. Certainly it is not needed for an Oxy run, right? Maybe I have just annoyed the RNG but it seems as if adventuring in one place to get the matches when all of the other conditions of interest in that place have been met and it could go for a sphere and move on, takes longer. An observation, not a complaint, since I know the support for the revised Hidden City is not complete.
4) BCCA could do a better job of realizing that it just tried to do something and failed, and moving on to something else. Examples include the Barr and HITS above as well as any area where KoL wants you to confirm that your stats are low for the area. All three cases generated infinite loops for me today
1) As Theraze noted, this is because there can sometimes be some RNG screwage in trying to open the HITS. The HITS stage only fires in hardcore, so firing in SC is not a concern. What we should do is add a check at the top of the bcascHoleInTheSky() function for if you haven't opened the HITS yet. I've done this.
2) Fixed by Theraze.
3) I believe you're right. Maybe the Hidden City adventuring can be optimised. The Bowling alley requires the tavern to optimise, so can't do that first. We could probably do the office first, and then if a book of matches just drops, use it. The apartment needs the tavern to optimise if you can drink. The hospital doesn't appear to need anything from the tavern. We could do the bowling alley and hospital first, then see if a book of matches drops?
With that said, I'm not planning on doing a lot of work to optimise small areas of the script for oxy or teet runs. The above should optimise for all runs.
4) The script should disable that warning. I've updated the script for that.