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Identify !flight in Sewer

PostPosted: Monday, 26th April 2021, 21:21
by Nekoatl
When part of the Sewer is gated behind deep water and flight potions are placed to allow the player to cross the water, those potions should be identified. This would not affect veteran players who know there will be flight potions they can use to cross, but would make a big difference to unspoiled players who may not even know that potions of flight exist.

Re: Identify !flight in Sewer

PostPosted: Monday, 26th April 2021, 23:53
by andrew
Agreed. Also, deep water leading to nothing (also present on some Sewer maps) should just be removed I think, for similar reasons; but your suggestion is more important probably.

Re: Identify !flight in Sewer

PostPosted: Thursday, 29th April 2021, 14:33
by le_nerd
This has come up from time to time. Universal opinion is that all the spoilery consumable placement should be ID'd but so far noone has taken the time to go trough all the vaults.

Its not just flight - the "alligator" sewer has berserk, the baileys with ?ACQ/!XP, the Elyvilon sewer with flight/cure/heal, that other bailey with ?enchant weapon/?summoning, ?ACQ/!XP in monastery of Wucad Mu, the ossuaries that give you 9 !degeneration etc pp

Its a mircale that all these have held out so long in a game that tries to take "lets avoid tedious behaviour" seriously.

Re: Identify !flight in Sewer

PostPosted: Thursday, 29th April 2021, 17:48
by Nekoatl
I didn't even know about most of those, and I've been playing for years.

Re: Identify !flight in Sewer

PostPosted: Thursday, 29th April 2021, 19:11
by andrew
I knew some but not berserk in the alligator map; and I've been playing since 2014.

Re: Identify !flight in Sewer

PostPosted: Friday, 30th April 2021, 18:21
by le_nerd
Looking through the portal codes, many of the sewers have specific items placed that I never even noticed, bullfrog sewers have often ?cblink. I mean this one, contains !berserk or !haste to fight against a single monster.

With the way Ashenzari is used as testbed for features that later everyone gets access to, we can predict an end to consumable ID game in like 2 years.

  Code:
## BIG BADDIE (Purgy) ######################################################
# Threat is mostly a single larger creature, often Purgy. Combined weight 40.

NAME:     sewer_big_baddie
TAGS:     no_item_gen no_monster_gen no_pool_fixup
ORIENT:   encompass
: sewer_setup(_G)
SUBST:    2 = 23
KMONS:    2 = water moccasin
KMONS:    3 = urgy, water moccasin
ITEM:     potion of berserk rage / potion of haste w:5
MONS:     bat
MAP
 ccccccc
cc$***$cc
c..$*$..c
c.......c
c...2...c
c.......c
c.......c
cc.....cc
 ccc.ccc     ccccccc
   c.c      cc1.1..cc
   c.c     cc1..w...cc
   c.ccccccc...www...cc
   c..........wwwww.A.c
   c.ccccccc1..www...cc
   c.c     cc...w...cc
   c.c      cc1....cc
   c.c       ccccccc
   c.c
   c.c
   c.c
   c<c
   c.c
   cdc
   ccc
ENDMAP


From https://github.com/crawl/crawl/blob/mas ... /sewer.des

Re: Identify !flight in Sewer

PostPosted: Friday, 30th April 2021, 22:23
by Hellmonk
I have a pr open that does this for every vault where it's likely to be a problem (mostly sewer, ossuary, bailey), but there's a counterproposal to better randomize the loot in these areas so as to not further enervate the id game. Likely to remain in limbo for a while, though it definitely should be addressed.

Re: Identify !flight in Sewer

PostPosted: Sunday, 2nd May 2021, 01:56
by andrew
Hope one of those gets in.