New Content - Implemented Conspiracy Island !

For tracking adjustments to Lab critters. Since bonus ML is only available to the monsters specifically, it would be nice for scripts to know what they can/cannot use.
Tracking control panel (settings controlPanel1 - controlPanel9) and accounting for the extra 150 ML on the appropriate monsters, was added in r14804 on Sunday. Was that what you had in mind?
 
I must have missed the update. <reads monsters.txt> Hoo boy. It's stats are off. Taking the lab monkey, it always has 200 ATK, regardless of the control panel, but the control panel adds 150 ML for the 3rd and 4th panels. Functionally, this changes the experience and can hide the ML from scripts that require it, like Bat Brain. BB can workaround it by calculating how much ML it has for those monsters with the preferences..

This is interesting. It's technically wrong, but then this is the first time specific monsters have had an ML boost, so mafia has no support for it. Would there be any plans to have monsters have unique ML modifiers? We know if Jick did it once, he could do it again.
 
Actually, it's not the first time. I was wondering about that for Mother Hellseals, which gain ML. I might look into it.

Edit - Also clan of cave bars I guess.
Edit 2 - We'd also have to change our handling of scaling monsters (read: monster expressions) and ML. Which would make sense now ML means more than just stats for those monsters.
Edit 3 - Actually, Mother Hellseals probably don't. I don't recall them shrugging stuns, I'll have to check.
Edit 4 - Started it's own thread for this discussion : http://kolmafia.us/showthread.php?16814-Separate-out-Monster-Level-from-Monster-Stats
 
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Actually, it's not the first time. I was wondering about that for Mother Hellseals, which gain ML. I might look into it.

Edit - Also clan of cave bars I guess.
Edit 2 - We'd also have to change our handling of scaling monsters (read: monster expressions) and ML. Which would make sense now ML means more than just stats for those monsters.
Edit 3 - Actually, Mother Hellseals probably don't. I don't recall them shrugging stuns, I'll have to check.
Mother hellseals are affected by ML with regards to their HP only. I know their attack and defense aren't affected by it.
Cave bars, yeah, I guess he did already establish an independent mechanic. Just doesn't stick out as much.

By the looks of things, ML can be applied 4 ways now.

1) No effect (Feast of Boris monsters)
2) Limited effect (Mother hellseals get extra HP and resistances, but no extra ATK/DEF)
3) Normal influence we've come to know and love (rushing bum plus 10 ML = 11 ATK)
4) Special application (cave bars get an independent bonus of 4*ML, lab monsters get independent bonus up to +300 based on control panel)
 
r14825 tracks Fake Medium quest.

I haven't added choice spoilers as I wasn't sure the best way to display them. They are not using the usual buttons for choices, so not entirely sure how it'd turn out.
It is choice 989, Paranormal Test Lab. There are five cards displayed, Star, Circle, 3 Waves, Square, Plus, corresponding to choices 1-5.
If text includes "He puts a card on the table. Dust motes float beneath the overhead lamp in an ever-changing constellation." -> choice 1
If text includes "He places a card in the circle of light and looks at you expectantly." -> choice 2
If text includes "He waves a fly away from his face as he places a card on the table." -> choice 3
If text includes "He places a card on the table. You get the sense that if you screw this up, it's back to square one." -> choice 4
If text includes "He places a card on the table. Man, you hate tests. And the seriousness of his expression only adds to your anxiety." -> choice 5

I guess I'll have a play next time I get it and see, if no one else does.
 
Two more fun tidbits.

Activating the 9th control panel not only adds the airborne mutagen but increases ALL the monster ML by 150... or not.

When I started playing today, I noticed that, yes, all the monsters had +150 to their attack, etc. Then I realized something was missing: First round passive damage. Had my radio turned up and used an old candy wrapper, then I started getting minuscule amounts of passive first round damage.

So, either the ML is real but there's a bug preventing that first round damage OR there's another mechanic at work.
 
Further testing: Against government scientists, 200 buffed Muscle, threw love songs of vague ambiguity. 4 of them did 200 damage. No resistance.

Tried lab monkeys with 520 moxie and love songs of icy revenge. 520 damage each time.

Also double-checked my experience. On one fight (though others gave similar results) as a DB under the Vole, stats gained were 51/41/80. Taking the moxie as 72 for Vole, this adds up to 164. Multiplied by 4, we get 656, which is close to the monster's total attack. If the ML was indeed bonus, the stats should have been closer to (200/4)+(450/3)=200.

This is NOT Monster Level. Darzil, these critters are right as you have them! Activating different control panels given them their stun resistance, not ML increase.

controlPanel9 does need to be added in though ^^
 
It gives +150 monster stats and stun/stagger resistance, but it does not increase ML? Weird.

I thought it was strange when I turned down my MCD to 0, but still couldn't stagger a monster. I was thinking it must actually be +151 ML.
 
I was lucky enough to find a Sasq™ watch which it grants a buff if worn during rollover. I'm seeing this when I log in:

Code:
--------------------
1743 The Rich Get Richer dollarsign.gif 6b48f33b74f9200d8a65b84f89ced3da
The Rich Get Richer Meat Drop: +50
--------------------

I'm assuming that it means the buff is unknown.
 
I was lucky enough to find a Sasq™ watch which it grants a buff if worn during rollover. I'm seeing this when I log in:

Code:
--------------------
1743 The Rich Get Richer dollarsign.gif 6b48f33b74f9200d8a65b84f89ced3da
The Rich Get Richer Meat Drop: +50
--------------------

I'm assuming that it means the buff is unknown.

14847
 
Apparently there is a message not matched by "(\\d+) pounds of gore". I don't know what it is, I just randomly checked for goreCollected existing and noticed that it didn't quite match the actual value for me.
 
I'd like to request (very useful) step2 for questESpGore. When the quest log says

HTML:
<b>Gore Tipper</b><br> Return to the <a class=nounder target=mainpane href=place.php?whichplace=airport_spooky><b>radio</b></a> to collect your reward and get rid of this nasty bucket.

or the Combat results say

HTML:
<center>You win the fight!<!--WINWINWIN--><p><p>The gore sloshes around nauseatingly in your bucket.<p>

In those circumstances please advance questESpGore to step2. Thank you.

When I see step2 I can assume that the bucket should be at 100 and respond appropriately even though mafia thinks I'm at 90.
 
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