New Content - Implemented Zombies ate my NPCs

Wiki agrees with you. Though I disagree with its level 2 and 3 hunters... I think they're actually the level 1 and 2 hunters, and the zombie huntin' feller (who isn't mentioned on the wiki at all) is the level 3 hunter. :) But yeah, Wiki says that clovers are once per day. Since they're completely free, I think if you collect breakfast...

Not quite: I encountered the zombie huntin' feller after McGruber on one character, and not yet on another (who happens to have just defeated the relivinator).

edit: see http://kol.coldfront.net/thekolwiki/index.php/Talk:Zombie-huntin'_feller ; could be a daily thing (after day 1), but is definitely not first turn of the day (first char encountered him about 90 turns into day 2). Interesting, could be TPTB's way of making runs easier for less experienced players? Dunno.
 
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Yes/no. After you unlock them, you may experience any of the hunters, it isn't always level 1, then 2, and 3... I've killed Peacannon before Shaggy. Believe it's just a matter of luck...
 
Yes/no. After you unlock them, you may experience any of the hunters, it isn't always level 1, then 2, and 3... I've killed Peacannon before Shaggy. Believe it's just a matter of luck...

Hmm. I was under the impression that it'd be implemented in a similar manner to the nemesis hitmen, but who am I kidding? TPTB, reuse code? :D (case study: various coinmasters)
 
If you gain 2 levels before a monster shows up, I would expect the wandering monsters to be able to show up in either order.
 
Mafia is trying to buy an anti-anti-antidote when auto-adventuring in a location where you can get poisoned, which causes and abort because it's not possible to acquire one. I expect this is due to line 1030-1035 in KoLAdventure.java, I can't fix it at the moment since I'm at work but if it's not fixed in a few hours I'll take a look during my lunch break.
 
That's where it tries to get the antidote. It's not unreasonable to want to have one available to remove poison during combat, since poison can make a combat otherwise impossible for you to win. However, since it comes from Doc Galaktik, it is no longer available in Hardcore.

The absence of Doc Galaktik is the root cause, in my opinion; we should make that NPC store unavailable in Zombiecore - although InventoryManager.retrieveItem will probably still fail, but without a server hit for the failed visit.
On the other hand, perhaps the autoAntidote preference doesn't make sense in Zombiecore.
On the third hand, YOU chose to enable that, right? Is it KoLmafia's job to disable it when you ascend into Zombiecore? Or is that the responsibility of something like NewLife.ash?

Since it only happens if you have enabled auto-unpoisoning and are auto-adventuring, I'm not unhappy for KoLmafia to stop and tell you to either obtain the antidote (which you can probably do, in Softcore, if it is important to you) or disable the setting.
 
Revision 11410 disables NPC store purchases in Zombiecore from 8 different stores:

Armory and Leggery
Degrassi Knoll Bakery
Doc Galaktik's Medicine Show
Gno-Mart
Little Canadia Jewelers
Meatsmith's Shop
The Typical Tavern
Uncle P's Antiques

I tested and the Bugbear Bakery IS available if you have the bugbear outfit. The shopkeeper is a zombie bugbear...
 
After vacationing, when I tried to use the "[planks]" link next to the Dinghy Plans, mafia tried to buy planks from the hermit.
 
Yeah, that's a left over thing to do from teh change of moving the planks to the market instead of the hermit.
 
r11441: Mafia still purchases a casino pass if you click on the casino. The only reason to click on the casino is to enjoy the content, but that is a worthwhile reason to disable the pass purchase. Amusing text is a good thing.

Please change.

Is there anything else outstanding or can this thread be marked as complete after this fix?
 
I mentioned above that the Gnomish camp is empty, but forgot to specifically name the Microbrewery as empty/unavailable. :)
 
Another missing NPC, since that reminds me... after you turn in the fur, the trapper takes off. No more fur-trades in zombiecore.
 
There appears to be a slight bug (or what you want to call it) with the hermit (or at least the hermit-function). It always returns true for hermit(1, $item[ten-leaf clover]) even when it doesn't get a clover (since you can only get one per day).

Code:
[COLOR=olive]> ash hermit(1, $item[ten-leaf clover])[/COLOR]

Visiting      the Hermit...
Visiting the Hermit...
Hermit successfully looted!
Returned:      true

Also, visiting the hermit from the Coin Master interface shows 1 clover as available and if you buy that one, it still says that you have 1 clover available.
 
r17442 should handle Hermit Clovers better in zombiecore, and notes trapper unavailable. Untested.

Looks like we are done here?
 
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