New Content - Implemented Daily Dungeon Revamp

Bale

Minion
Ah, The Daily Dungeon! These varieties will love the dank, deep, dark conditions there.

It's at adventure.php?snarfblat=325
 
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Magus_Prime

Well-known member
Unknown item found: clutch of dodecapede eggs (6414, 999095226)
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6414 clutch of dodecapede eggs 999095226 centeggs.gif none, combat t,d 50
# clutch of dodecapede eggs
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Dropped after an encounter with a dodecapede.


Unknown item found: glob of spoiled mayo (6420, 732163485)
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6420 glob of spoiled mayo 732163485 blankoutglob.gif usable t,d 37
glob of spoiled mayo Effect: "Mayeaugh", Effect Duration: 10
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1347 Mayeaugh blankoutglob.gif 60664e31f3af2a0da746fb5102080eaa use 1 glob of spoiled mayo
# Mayeaugh: Deals Sleaze Damage every round.
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Dropped after an encounter with a mayonnaise wasp,
 
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heeheehee

Developer
Staff member
Also:

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6417 twist of lime 126733688 wiretwist.gif none t,d 25
# twist of lime
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Dropped by the sabre-toothed lime.
 

Yendor

Member
A couple of new drops from the gelatinous cubeling:

Looking at item #6302...
Unknown item found: eleven-foot pole (6302, 137857715)
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6302 eleven-foot pole 137857715 10footpole.gif none t 0
# eleven-foot pole: You know... For traps.
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Looking at item #6303...
Unknown item found: ring of Detect Boring Doors (6303, 611897363)
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6303 ring of Detect Boring Doors 611897363 weddingring.gif accessory t 0
ring of Detect Boring Doors 0 none
# ring of Detect Boring Doors: Detects Boring Doors (Duh)
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Drop from the tonic water elemental:
Unknown item found: tonic djinn (6421, 944827285)
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6421 tonic djinn 944827285 djinnbottle.gif usable t,d 77
# tonic djinn
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From the dairy ooze:
Unknown item found: mana curds (6416, 869235275)
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6416 mana curds 869235275 mueslix.gif food t,d 45
mana curds 4 4 good 0 0 0 0
# mana curds
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Some new choice adventures. Some details are from the wiki and may be incomplete.
690, The First Chest Isn't the Deepest.

(1) Open the chest -> get an item
(2) Go through the boring door -> skip to room 8, no adventure cost
(3) Ignore the chest -> go to room 6, no adventure cost

The second option appears only if you have a ring of Detect Boring Doors equipped.

691, Second Chest

(1) Open the chest -> get an item
(2) Go through the boring door -> skip to room 13, no adventure cost
(3) Ignore the chest -> go to room 11, no adventure cost

Same deal as before.

689, The Final Reward
Only one option, get a fat loot token.

693, It's Almost Certainly a Trap

(1) Proceed forward cautiously -> Take elemental damage, but gain stats
(2) Use your eleven-foot pole -> Pass the room, no adventure cost
(3) Proceed backwards cautiously -> Leave

The second option appears only if you have an eleven-foot pole in inventory.

692, I Wanna Be a Door

(1) Try the doorknob -> trigger trap
(2) Use a skeleton key -> open door, no advenure cost, may break key
(3) Use your lockpicks -> open door, no adventure cost
(4) Bash it down -> muscle test, may trigger trap
(5) Magic it open -> myst test, may trigger trap
(6) Sneak past it -> moxie test, may trigger trap
(7) Use your credit card to open the door -> open door, no adventure cost
(8) Leave the way you came in. -> leave

Options 2, 3 and 7 appear only with the right items (skeleton key, lockpicks, PYEC).
 

lostcalpolydude

Developer
Staff member
12478 updated the URL and environment, and 12479 added the items and effects. Choice adventures aren't handled yet, and there's plenty of old code in mafia that is now useless, though harmless until it gets removed.
 

Yendor

Member
From the pencil golem:
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6418 pencil stub 209681472 pencilstub.gif none, combat t,d 60
# pencil stub
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From the apathetic lizardman:
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6415 flavorless gruel 352861418 soupbowl.gif food t,d 40
flavorless gruel 4 4 good 0 0 0 0
# flavorless gruel
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Bale

Minion
I didn't expect this to be fixed yet, but I don't want it to be overlooked:
Currently, getting the key from the new Daily Dungeon does not set the dailyDungeonDone property.
 

zarqon

Well-known member
FReq: I'd also particularly like a _property that tracks your current room in the dungeon, since it seems that otherwise we can't discover that information without actually adventuring there.

Being able to know you're about to hit a chest would allow you to equip the ring only for the chests, and equip something more useful the other turns. Likewise, you could maximize regen for the final chest, maximize resistance if you want stats from the trap rooms, etc. Without knowing that information, a script would need to always equip the ring, which is a whole accessory's worth of resistance (or combat bonuses, etc) wasted.
 

lostcalpolydude

Developer
Staff member
Being able to know you're about to hit a chest

I thought the number of each room was always the same, but the order is randomized per person per day, so you can never know that you're about to hit a chest unless you're close to the end and all non-chest possibilities have been used up. Except that one of the items lets you skip over 2 rooms along the way, and I'm guessing you never get to see what you skipped, so only room 15 should ever be predictable. With only room 15 being predictable anyway, tracking your current room doesn't seem so useful.
 

bumcheekcity

Active member
Knowing if you have enough adventures to clear the dungeon could be of help to the ascend script, and presumably in other similar occasions when such adventuring is being automated.
 

zarqon

Well-known member
The Wiki page for the new dungeon says:

wiki said:
While the actual order is randomised (apart from the treasure rooms, which are always rooms five, ten, and fifteen)

This is what I meant by "about to hit a chest". Is that information inaccurate?
 

Theraze

Active member
I've experienced the same... 5 and 10 for the intermediate chests and 15 end it with the loot token.
 

zarqon

Well-known member
So not only would the property be useful for preparing for chest rooms, if the quantity of the various room types are known beforehand (for example, if Noblesse Oblige updates their scraper and shares the new dungeon info, as I hope they will), by looking at the combat/noncombat queue it would also be useful for predicting the next room you'll encounter. Since 5, 10, and 15 are always chests, there are 12 randomized rooms. If on a given day there are 4 doors, 4 trap rooms, and 4 monsters, and with your particular distribution of rooms you fought all monsters in rooms 1-4, that means all the following rooms are guaranteed noncombats -- and a script could optimize for that accordingly. Or predict how many turns the (remainder of the) dungeon will take.
 

Crowther

Active member
Purchasing mana curds (2 @ 250)...
Unrecognized item found: 2 handfuls of mana curds
You acquire handfuls of mana curds (2)
Wrong item received - possibly its name or plural has changed.
 

Veracity

Developer
Staff member
So this is just a snarfblat adventuring zone now, eh? That means all our code that deals with dungeon.php is now obsolete.
 

Theraze

Active member
Yep. Snarfblat zone with rooms 5 and 10 being boring chests and 15 being the phat loot. Rooms 1-4/6-9/11-14 have 4 monsters, 4 traps, and 4 doors each day, in some sort of randomized order (not as consecutive monster fights, for example, unless you have really weird luck).

Guessing that what this will eventually need is trap/door/boring-chest choice handling as 3 separate options. Monsters get fought, and you can only open the final chest... no other options, so that should be the automatic default.
 

Veracity

Developer
Staff member
Revision 12530 removes obsolete code. There needs to be work in ChoiceManager.php to handle the new choice options.

I expect that if you have an 11-foot pole, always use it on a trap.
If you are wearing a ring of detect boring doors, always go through the boring door.
If you have a Platinum Yendorian credit card, always use it.
Otherwise, if you have pick-o-matic lockpicks, always use them.

Presumably, if you have a skeleton key, always choose to use it. At least, the old code always did that, when automating.
 

Theraze

Active member
Probably a choice to automatically use your highest stat to force the door, rather than providing 3 choices for the stat-driven door choices. Unless there's a good reason for using not-your-highest-stat on some doors.
 
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