Just been left screwed at the Sorceress with one turn remaining due to what seems like some horrible default behaviour in the Tower(Complete) Quest option.
Situation;
NS familiars at 1 pound.
Green snowcone available.
Green candy heart available.
Leash, Sympathy active.
Empathy unavailable due to no Turtle Totem.
Disintegrating Spiky Collar available.
I make that four +5lb effects available or active, plus what should be a completely irrelevant +3lb effect.
Sooo... what does the Tower(Complete) script/whatever the correct terminology do?
It uses the Green Snowcone. Fine. It takes the appropriate familiar out of the terrarium (now at 16lbs.) Fine. It then hits the Sorceress chamber, fails to get through, then spends my one remaining turn training in the Cake-Shaped Arena while I have another +5lb familiar item sitting unused in inventory. Then, inevitably, fails at the second familiar.
Two questions, really. First, why does the default behaviour even -include- the Cake-Shaped Arena? It doesn't automatically send you farming for Pixel Potions for the Shadow, it doesn't automatically burn turns at the Shore looking for dynamite, it doesn't, as far as I'm aware, do anything else that will cost you turns (although I tend to farm Hedge Mage puzzles manually, it's possible that is an exception.)
And, more importantly, why is it defaulting to spending turns on something when there is a perfectly good alternative that will take no turns sitting in inventory?
It would be nice if there were at least a way to turn -off- this auto-Arena thing somewhere :-/
Apologies if this was somewhat ranty, still annoyed at the loss of a day...
This is on the current default 13.0 release of Kolmafia, no other scripts etc.
CLI output:
You lose 50 hit points
Checking prerequisites...
Climbing the tower...
Putting Daft Wullie the Green Pixie back into terrarium...
Taking Grog the Sabre-Toothed Lime out of terrarium...
Using 1 green snowcone...
You acquire an effect: Green Tongue (duration: 20 Adventures)
Finished using 1 green snowcone.
Can't buff and equip familiar to reach 20 lbs.
Facing giant familiar...
You lose 50 hit points
Putting Grog the Sabre-Toothed Lime back into terrarium...
Taking Hull the Barrrnacle out of terrarium...
Can't buff and equip familiar to reach 20 lbs.
Retrieving opponent list...
Opponent list retrieved.
Starting training session...
Round 1: Hull vs. Hershey...
[1491] Cake-Shaped Arena
Your familiar gains a pound: Hull, the 2 lb. Barrrnacle
Hull gains 5 experience and a pound.
Using 1 green candy heart...
You acquire an effect: Heart of Green (duration: 10 Adventures)
Finished using 1 green candy heart.
Training session completed.
Facing giant familiar...
Putting Hull the Barrrnacle back into terrarium...
Taking Grog the Sabre-Toothed Lime out of terrarium...
Can't buff and equip familiar to reach 20 lbs.
Facing giant familiar...
You lose 50 hit points
Putting Grog the Sabre-Toothed Lime back into terrarium...
Taking Trip-Trap the Angry Goat out of terrarium...
Can't buff and equip familiar to reach 20 lbs.
Starting training session...
Training stopped: out of adventures.
Situation;
NS familiars at 1 pound.
Green snowcone available.
Green candy heart available.
Leash, Sympathy active.
Empathy unavailable due to no Turtle Totem.
Disintegrating Spiky Collar available.
I make that four +5lb effects available or active, plus what should be a completely irrelevant +3lb effect.
Sooo... what does the Tower(Complete) script/whatever the correct terminology do?
It uses the Green Snowcone. Fine. It takes the appropriate familiar out of the terrarium (now at 16lbs.) Fine. It then hits the Sorceress chamber, fails to get through, then spends my one remaining turn training in the Cake-Shaped Arena while I have another +5lb familiar item sitting unused in inventory. Then, inevitably, fails at the second familiar.
Two questions, really. First, why does the default behaviour even -include- the Cake-Shaped Arena? It doesn't automatically send you farming for Pixel Potions for the Shadow, it doesn't automatically burn turns at the Shore looking for dynamite, it doesn't, as far as I'm aware, do anything else that will cost you turns (although I tend to farm Hedge Mage puzzles manually, it's possible that is an exception.)
And, more importantly, why is it defaulting to spending turns on something when there is a perfectly good alternative that will take no turns sitting in inventory?
It would be nice if there were at least a way to turn -off- this auto-Arena thing somewhere :-/
Apologies if this was somewhat ranty, still annoyed at the loss of a day...
This is on the current default 13.0 release of Kolmafia, no other scripts etc.
CLI output:
You lose 50 hit points
Checking prerequisites...
Climbing the tower...
Putting Daft Wullie the Green Pixie back into terrarium...
Taking Grog the Sabre-Toothed Lime out of terrarium...
Using 1 green snowcone...
You acquire an effect: Green Tongue (duration: 20 Adventures)
Finished using 1 green snowcone.
Can't buff and equip familiar to reach 20 lbs.
Facing giant familiar...
You lose 50 hit points
Putting Grog the Sabre-Toothed Lime back into terrarium...
Taking Hull the Barrrnacle out of terrarium...
Can't buff and equip familiar to reach 20 lbs.
Retrieving opponent list...
Opponent list retrieved.
Starting training session...
Round 1: Hull vs. Hershey...
[1491] Cake-Shaped Arena
Your familiar gains a pound: Hull, the 2 lb. Barrrnacle
Hull gains 5 experience and a pound.
Using 1 green candy heart...
You acquire an effect: Heart of Green (duration: 10 Adventures)
Finished using 1 green candy heart.
Training session completed.
Facing giant familiar...
Putting Hull the Barrrnacle back into terrarium...
Taking Grog the Sabre-Toothed Lime out of terrarium...
Can't buff and equip familiar to reach 20 lbs.
Facing giant familiar...
You lose 50 hit points
Putting Grog the Sabre-Toothed Lime back into terrarium...
Taking Trip-Trap the Angry Goat out of terrarium...
Can't buff and equip familiar to reach 20 lbs.
Starting training session...
Training stopped: out of adventures.