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Old March 30, 2023, 01:41   #11
bio_hazard
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whelp, died to a sound blast from a great warm of law at 3900'. Still never found any dungeon books.
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Old March 31, 2023, 13:28   #12
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Originally Posted by PowerDiver View Post
I can't argue with that. I never mine for money, so that never even occurred to me. If I have a spell and plenty of mana and the money wall is adjacent to me I might grab the gold, but I just don't think of it otherwise.

Obviously, this is in the context of no_sell, as I am the instigator of that idea. Perhaps I should consider early mining, but it seems unlikely I will make that part of my game.
To be fair, I think I implemented no_sell for Vanilla earlier. Not sure, but IIRC.

Early veins are great, easily gives you enough boost in the sub 20s to buy a nice item or two from shops while you pop in. Mind you, I tend to play a 'must clear level' mentality very often, including digging through 20-30 squares if there are like 5 veins in a row.
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Old March 31, 2023, 13:31   #13
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I got the rod of TO, and then promptly found another one in the dungeon.
Yeah, depending on how fast/well one plays, this is why I said I might buy the !Int instead if I am sitting at native 18 or low 18s. Especially wands of TO are not rare, while statgain is always slow until you hit 40 (or farm 30).
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Old March 31, 2023, 21:30   #14
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To be fair, I think I implemented no_sell for Vanilla earlier. Not sure, but IIRC.
Before 3.0.6? I think that's the first time I released code that used it. I think I was using it personally before that, but ISTR that's the first time I shared any code with the community. I don't remember what I might have done for 2.9, which was my first version played.

More importantly, I banged the drum loudly and repetitively back when r.g.r.a. was the main discussion area. I don't remember anyone else being 1 tenth as loud in support, but perhaps that's just my memory. Was oook a thing when 3.0.6 was current?
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Old April 1, 2023, 01:04   #15
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Before 3.0.6? I think that's the first time I released code that used it. I think I was using it personally before that, but ISTR that's the first time I shared any code with the community. I don't remember what I might have done for 2.9, which was my first version played.

More importantly, I banged the drum loudly and repetitively back when r.g.r.a. was the main discussion area. I don't remember anyone else being 1 tenth as loud in support, but perhaps that's just my memory. Was oook a thing when 3.0.6 was current?
Yep, in that case it was before the current form of development, apparently at least on github status and oook the first nosell seems to have been mine but anything prior that would predate that yeah. Not sure what the earliest version was that I tweaked was, but the latest seemed to be 3.1.2. where I posted the tweaks I made.
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Old April 1, 2023, 22:37   #16
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Yep, in that case it was before the current form of development, apparently at least on github status and oook the first nosell seems to have been mine
I begged Sidwell to put a no_selling option into 3.1.0 but he adamantly refused. I guess he relented for 3.2.0.

When I first proposed no selling on r.g.r.a., I mostly got responses ranging from "you're a bit mad" to "you're frigging insane", with a few agnostics who said they were willing to give it a chance. Most people who tried it were converted, but a non-negligible proportion never liked it. Some people like haggling. I was and remain baffled.

Did you come up with the idea independently? If not, your change presumably traces back to me. Even the multiplier of x3 used in 3.2.0 is the specific multiplier I used and proposed.
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Old April 2, 2023, 02:58   #17
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While I mostly play no-selling these days, I prefer the automated selling of ToME4. No town visits needed, but you get some value from things like wrong spell books.
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Old April 2, 2023, 05:50   #18
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Originally Posted by PowerDiver View Post
I begged Sidwell to put a no_selling option into 3.1.0 but he adamantly refused. I guess he relented for 3.2.0.

When I first proposed no selling on r.g.r.a., I mostly got responses ranging from "you're a bit mad" to "you're frigging insane", with a few agnostics who said they were willing to give it a chance. Most people who tried it were converted, but a non-negligible proportion never liked it. Some people like haggling. I was and remain baffled.

Did you come up with the idea independently? If not, your change presumably traces back to me. Even the multiplier of x3 used in 3.2.0 is the specific multiplier I used and proposed.
Yea, going back to selling just isn't appealing at all ...

There was a lot of things flying around at the time when I was tweaking stuff for my own version, but I was more into having a bigger home (which now can be done with just a quick file edit, phew), and the no_sell was a quick side hack sort of. I tweaked the formula myself though, not from any previous ones, as I have a bit of OCD about optimizing/tweaking so it is something I find fun... I remember the first version made town mobs a gold mine, haha, had to fix that.

I did go a bit further initially though, because I also made it no restocking as well. Only after finding that a bit too rough did I just make the home huge 254 slots and no_selling.

I think around the same time I went through the whole item allocation file to retweak the numbers, and that was grabbed into the main branch eventually. Also did a LoS trap searching / no trap detects, which is also core vanilla now (not my implementation of it though, pretty sure). It is nice to see stuff change.
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Old April 2, 2023, 22:51   #19
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Also did a LoS trap searching / no trap detects, which is also core vanilla now (not my implementation of it though, pretty sure). It is nice to see stuff change.
The changes to trap detection are a real improvement, maybe the change I like best about my recent games. Kudos for your role in that.
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