New Content Sea Changes

Veracity

Developer
Staff member
May as well have a general thread to note things.

If you are not in the new challenge path, the Mer-Kin Temple is sea_merkin.php?action=temple.
We currently detect the following adventure failures:
Code:
    // Looks like you've gotta be somebody special to get in there.
    // Even as High Priest of the Mer-kin, they're not gonna let you in dressed like this.
    // Even as the Champion of the Mer-kin Colosseum, they're not gonna let you in dressed like
    // this.
    // The temple is empty.

In the challenge path, the Temple has three doors:
- left for the gladiator boss = sea_merkin.php?action=temple&subaction=left
- right for the scholar boss = sea_merkin.php?action=temple&subaction=right
- center for Her Naughtiness = sea_merkin.php?action=temple&subaction=center

I recall the failure-to-enter messages were different.
I also notice that we do not log the adventure location in the session log; just the unrecognized URL.

For example:

Code:
sea_merkin.php?action=temple&subaction=right
Encounter: They've Got Fun and Games
Took choice 710/1: Enter.
choice.php?pwd&whichchoice=710&option=1
Encounter: They've Got Everything You Want
Took choice 711/1: Drink.
choice.php?pwd&whichchoice=711&option=1
Encounter: Honey, They Know the Names
You acquire an effect: More Like a Suckrament (1)
Took choice 712/1: IÄ YOG-URT!
choice.php?pwd&whichchoice=712&option=1
Encounter: Yog-Urt, Elder Goddess of Hatred

Code:
sea_merkin.php?action=temple&subaction=left
Encounter: In The Temple of Violence, Shine Like Thunder
Took choice 706/1: Enter the Temple
choice.php?pwd&whichchoice=706&option=1
Encounter: Flex Your Pecs in the Narthex
Took choice 707/1: Receive the Blessing of Shub-Jigguwat
choice.php?pwd&whichchoice=707&option=1
Encounter: Don't Falter at the Altar
You acquire an effect: Jiggu... What? (1)
Took choice 708/1: Summon Shub-Jigguwat
choice.php?pwd&whichchoice=708&option=1
Encounter: Shub-Jigguwatt, Elder God of Violence

Code:
sea_merkin.php?action=temple&subaction=center
Encounter: The Nautical Seaceress

adventures.txt has this:

Code:
# Shub-Jigguwatt/Yog-Urt/Dad
The Mer-Kin Deepcity    adventure=207    DiffLevel: unknown Env: underwater    Mer-kin Elementary School
The Mer-Kin Deepcity    adventure=208    DiffLevel: unknown Env: underwater    Mer-kin Library
The Mer-Kin Deepcity    adventure=209    DiffLevel: unknown Env: underwater    Mer-kin Gymnasium
The Mer-Kin Deepcity    adventure=210    DiffLevel: unknown Env: underwater    Mer-kin Colosseum
The Mer-Kin Deepcity    sea_merkin=temple    DiffLevel: unknown Env: underwater overdrunk    Mer-kin Temple

Do we want each door to resolve into "Mer-Kin Temple"?
What does KoL show as the Last Adventure in the charpane?
 
Honestly, don't know much about the new path, but we normally give warnings if freeing the king loses something, so . . .
Important safety tip: convert your leftover sand pennies to sand dollars *before* freeing King Ralph, because Wet Crap For Sale goes away and the pennies become useless. -- jef
 
What about the new dolphin whistle?
It allows multiple uses before it runs out?
Is it deleted when it runs out? (if so, boo, hiss)
Or is it some sort of "daily usage" item?
What is the maximum # of charges it can have? (i.e., the equivalent of "path points"?)
 
Speaking of logging things that take turns:

Code:
[213] Mer-kin Library
Encounter: Playing the Catalog Card
Took choice 704/3: unknown
choice.php?pwd&whichchoice=704&option=3
Mer-kin Library 1 clue: DOUBLED

use 1 Mer-kin dreadscroll
Encounter: Mer-kin Dreadscroll
Took choice 703/1: (secret choice)
choice.php?pro1=2&pro2=2&pro3=1&pro4=1&pro5=3&pro6=4&pro7=3&pro8=1&whichchoice=703&pwd&option=1

[215] Mer-kin Temple

Using the scroll - whether it succeeds or not - takes a turn.
We should log it with turn number.
 
Is it plausible for us to get full recording of "bad" dreadscroll guesses please? Every option taken, number of turns of effect given?

Even if they don't tell you the perfect options, every wrong guess gives more information - which should be useful for a script advising future guesses.
 
Some folk asked for a relay warning to stop you if you try to face Shub with passive or familiar damage, or Yog without 3 prayer beads.
 
What about the new dolphin whistle?
It allows multiple uses before it runs out?
Is it deleted when it runs out? (if so, boo, hiss)
Or is it some sort of "daily usage" item?
What is the maximum # of charges it can have? (i.e., the equivalent of "path points"?)
I haven't tested manually but the description got updated today.

Now it says (for me):
This is a special kind of whistle that you can blow more than once before it breaks.
(used 0 of 4 times today)

I believe it briefly said out of 11 for everyone so I think that's almost definitely the cap.
 
r28673 does this:

1) Add 3 new sea_merkin.php zones:
Code:
The Mer-Kin Deepcity    sea_merkin=temple    DiffLevel: unknown Env: underwater overdrunk    Mer-kin Temple
The Mer-Kin Deepcity    sea_merkin=temple    DiffLevel: unknown Env: underwater overdrunk    Mer-kin Temple (Left Door)
The Mer-Kin Deepcity    sea_merkin=temple    DiffLevel: unknown Env: underwater overdrunk    Mer-kin Temple (Center Door)
The Mer-Kin Deepcity    sea_merkin=temple    DiffLevel: unknown Env: underwater overdrunk    Mer-kin Temple (Right Door)
The last three have subaction=left subaction=center and subaction=right added when we generate an AdventureRequest for them.
2) Having these adventures exist allows us to recognize the locations and log them in the gCLI and session log.
3) canAdventure now has rules for every adventure in the Mer-Kin Deepcity. They all require a Mer-kin disguise. The School and Gymnasium are satisfied with a Crappy Mer-Kin Disguise - although they will accept Scholar or Gladiator outfits as well. Colosseum and Left Door require Gladiator. Library and RIght Door require Scholar. You don't have to be wearing the outfits; having them accessible will suffice.
4) prepareForAdventure will retrieve and equip the outfit that canAdventure expects to be worn in order to adventure.
5) merkinQuestPath still exists as "none", "scholar", "gladiator" and "done" - but is only meaningful if you are not in the Sea path. New properties - isMerkinGladiatorChampion and isMerkinHighPriest - track your status after finishing the Colosseum and Library.
6) I have all sorts of tests. These include logging when you canAdventure and visit the location, as well as detecting failure messages for the 3 doors in the Temple. Next run, I'll collect more failure messages and write some more tests.

r28665 changes tailpiece to reduce mana cost in combat only

r28669 Adds turn number to using dreadscroll

r28670 Adds seaPoints and _durableDolphinWhistleUsed (counts from 0 to max)

r28672 saves dreadscroll attempts in dreadScrollGuesses
"For example, 41211113:2 means you guessed options 4, 1, 2, etc. in order and got two wrong."

Still to come are Relay Warnings.
 
The 'grandpa' command requires an item that allows underwater adventuring to be successful, but Mafia will mark property "grandpaUnlockedXXX" to true even if you do not have one equipped and you cannot access grandpa

We track Into the Outpost choice "choiceAdventure312" when we find the Mer-kin lockkey, but it would be good to track which choices have been chosen for Sneaky Intent / Aggressive Intent / Mysterious Intent.
(I am under the impression that finding the Mer-kin stashbox is a specific one of these choices and not a random chance no matter what choice is picked... the wiki is unclear on this).
 
I wanted to find out what message I'd get when I visited the Center Door after I'd defeated Shub-Jigguwatt and Yog-Urt but had not rescued Mom (which the Wiki claims you MUST do).

I'd bought the black glass but had not ventured into the Abyss.

I got Her Naughtiness.

Not the first time the Wiki has been wrong about something...
 
Yeah, you have to beat the two side bosses to fight the NS, and you have to beat the NS, sort out the Skate Park, return the boot to the Old Man, and rescue Mom before the council will let you free Ralph.
 
I tried this yesterday:

Resolve skate park
(return boot as soon as I had enough sand dollars - from the stashbox)
Defeat 3 Mer-Kin Temple bosses
Visited Council.

The council congratulated me on defeating Her Naughtiness and told me that Mom was technically optional, but it'd be nice to free her, right?
Code:
Encounter: The Council of Loathing
Took choice 1565/1: Sounds good
choice.php?pwd&whichchoice=1565&option=1

FWIW:

Code:
Ascend as a Normal Female Accordion Thief under the Vole sign on an 11,037 Leagues Under the Sea path, banking 99587 Karma.
Encounter: Under the Sea
Took choice 1564/1: Sounds right
choice.php?pwd&whichchoice=1564&option=1

1564 and 1565 both have a single option and presumably should be in defaults.txt.
Can you walk away from them? Probably not.

I wonder what the council text is if you've finished the temple and have not returned the boot or done the skate park?
I've been doing Skate Park early to get Lutz, but there is no reason to return the boot early.
I'll check the latter today and get council text and check out the expected choiceadv.

(If I gave a damn about "speed" and was actually trying to compete, I would not need Lutz.
Doing him gives enough Fishy to reach the Mer-kin City early enough to get a second seaweed.
BoF offers none to an AT before then, it seems.
Perhaps I should visit Madness Reef early today for seaweed and defer the Skate Park to the end and do the skate board route.)

Do we care about quest logging for the council?

Probably not, per se.

Quest.councilQuests returns an array of quests that starts with "questL" - the level quests - and that enum method is never even used.

Here are properties that track the required quests in this path

Code:
SEA_OLD_GUY("questS01OldGuy"),
--> "finished" when boot returned
SEA_MONKEES("questS02Monkees"),
--> "finished when Mom is rescued
user    yogUrtDefeated    false    roa
user    shubJigguwattDefeated    false    roa
user    skateParkStatus    war

Do we even track defeating Her Naughtiness?

Another logging issue:

Code:
[29] The Mer-Kin Outpost
Encounter: No Fuchsia For You
You acquire an item: Grandma's Fuchsia Yarn
Good, good.

Code:
[33] The Mer-Kin Outpost
Encounter: Mer-kin healer
...
A dolphin stole: Mer-kin prayerbeads

use 1 durable dolphin whistle

[34] durable dolphin whistle
Encounter: rotten dolphin thief
...
You acquire an item: Mer-kin prayerbeads
(After Battle stuff)
Encounter: Obtuse Chartreuse
You acquire an item: Grandma's Chartreuse Yarn

[36] The Mer-Kin Outpost
Encounter: Mer-kin healer

How come no "[35] The Mer-Kin Outpost" after the rotten dolphin thief?

Compare to:

Code:
[113] durable dolphin whistle
Encounter: rotten dolphin thief
...
You acquire an item: Mer-kin hallpass
(After Battle stuff)

[114] Mer-kin Elementary School
Encounter: Halls Passing in the Night
 
I defeated the Nautical Seaceress.

"You feel your dolphin whistling endurance improve."

Code:
> get seaPoints

9

I look at the durable dolphin whistle.

Code:
(used 7 of 10 times today)

Code:
> get seaPoints

10

If we increment seaPoints in kingLIberated, that will be incorrect - until I look at my durable dolphin whistle again.
 
I defeated Her Naughtiness.
Not yet done:

Return Old Man's Boot
Clear out skate park
Rescue Mom

I visit the Council:

Code:
Although I suppose it isn't strictly necessary, you should probably try and find the Old Man's lost boot for him. The things he offers in exchange are pretty useful.

And an "Okay" button.

I buy the boot and give it to the Old Man and visit the Council:

Code:
Maybe that black glass will lead you to Mom Sea Monkee somehow? If I recall correctly you don't have to rescue her, but it'd be a nice thing to do.
You should resolve the situation at the Skate Park.

And a "Gotcha" button.

I resolve the Skate Park and visit the Council:

Code:
Maybe that black glass will lead you to Mom Sea Monkee somehow? If I recall correctly you don't have to rescue her, but it'd be a nice thing to do.

And a "Sounds good" button.

All three buttons are choice #1565 and offer only option 1.
 
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