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ID Category Severity Reproducibility Date Submitted Last Update
0004471 [DCSS] Patches major N/A 2011-08-31 22:29 2011-09-27 17:47
Reporter GreatZebu View Status public  
Assigned To Kate
Priority normal Resolution done  
Status closed   Product Branch 0.10 ancient branch
Summary 0004471: When you escape from the Abyss, you should return to where you came from.
Description Currently if you are banished from Pan or from a portal vault, when you return from the Abyss you're returned to the dungeon. This is somewhat weird behavior, and prevents collecting all runes if you're banished on a unique Pan level.

I've attached a patch that ensures that you will always be returned to the level you came from. To compensate for the inability to escape Pan through the Abyss, the odds of a Pan exit gate are increased enough that you should see one approximately every 5 levels instead of every 20-ish.
Additional Information
Tags No tags attached.
Attached Files ? file icon abyss_return.patch [^] (6,375 bytes) 2011-08-31 22:29 [Show Content]
? file icon abyss_followup.patch [^] (4,657 bytes) 2011-09-01 01:05 [Show Content]

- Relationships

-  Notes
(0014432)
GreatZebu (updater)
2011-09-01 01:06

Based on feedback from IRC, I've added another patch that moves the saved abyss data to the props hash table and decreases the pan exit spawn rate a bit.
(0014491)
dpeg (administrator)
2011-09-03 14:10

Can I convince a coder to revise and push this one? The lack of this feature has been lamented about for ages.
(0014563)
KiloByte (manager)
2011-09-07 12:43

While this code seems to work, I think we have a nasty pile of ugly hacks and redundancy that needs resolving.

There are too many implementations of the same that all have code of their own:
* return from portal vaults
* return from Ziggurats when in Pan (special cased!)
* return from Pan
* this patch: return from the Abyss
Another unresolved issue is the inability to enter a portal vault from something else than LEVEL_DUNGEON.
(0014866)
Kate (developer)
2011-09-26 17:51

I've pushed this so we can try it out and see what the consequences are. One thing that was brought up on IRC was that perhaps banishment from inside Zigs should just be disabled (to avoid the potential problem of being able to kill a few monsters, banish self, heal, repeat... possibly it wouldn't actually be feasible though).
(0014867)
KiloByte (manager)
2011-09-26 18:02

It's no different from Sanctuary or Borgnjor's, and costs as much as both together with Lugonu, or is a very risky act with distortion unwield (it'll hurt you above 80% of the time). And there's Death's Door which works even better.

I'd say there is no reason to block banishment if you don't block the rest. Let's give it a try as-is.
(0014868)
Kate (developer)
2011-09-26 18:21

I'd agree with at least giving it a try as-is for now, yeah.
(0014886)
GreatZebu (updater)
2011-09-27 17:47

Great. Cleaning up the portal code is still on my to-do list, but I'll submit that patch as a separate issue when the time comes.

- Issue History
Date Modified Username Field Change
2011-08-31 22:29 GreatZebu New Issue
2011-08-31 22:29 GreatZebu File Added: abyss_return.patch
2011-09-01 01:05 GreatZebu File Added: abyss_followup.patch
2011-09-01 01:06 GreatZebu Note Added: 0014432
2011-09-02 17:46 Kate Issue Monitored: Kate
2011-09-03 14:10 dpeg Note Added: 0014491
2011-09-07 12:43 KiloByte Note Added: 0014563
2011-09-26 17:50 Kate Issue End Monitor: Kate
2011-09-26 17:51 Kate Note Added: 0014866
2011-09-26 18:02 KiloByte Note Added: 0014867
2011-09-26 18:21 Kate Note Added: 0014868
2011-09-27 01:05 Kate Status new => resolved
2011-09-27 01:05 Kate Fixed in Branch => 0.10 development branch
2011-09-27 01:05 Kate Resolution open => done
2011-09-27 01:05 Kate Assigned To => Kate
2011-09-27 17:47 GreatZebu Note Added: 0014886
2011-09-27 17:47 GreatZebu Status resolved => closed


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