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Old February 15, 2010, 14:45   #1
yyrkoon
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a fluke or an unfixed fix 3.1.2

(#773) General Store now restocks like other stores (e.g. more food will appear without you having to buy out all the food).

I just had to wait 40,000 turns for food to appear in the General Store. Could be a total fluke, but you might want to check the code. In all my years of playing I can't remember 4 straight returns to town with no food in stock. 3 maybe once a year, but not 4.
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Old February 15, 2010, 15:59   #2
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Originally Posted by yyrkoon View Post
(#773) General Store now restocks like other stores (e.g. more food will appear without you having to buy out all the food).

I just had to wait 40,000 turns for food to appear in the General Store. Could be a total fluke, but you might want to check the code. In all my years of playing I can't remember 4 straight returns to town with no food in stock. 3 maybe once a year, but not 4.
It's a fluke.
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Old February 15, 2010, 16:18   #3
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This is yet another tool in the RNG's collection of unique torture methods; it is another way to exact compensation from players unlucky enough to find valuable equipment early on. Did a small kobold just drop Ringil on dlvl 1? I hope you stocked up on rations, then, because the RNG thinks that starvation is a fitting doom to balance the scales of chance.
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Old February 18, 2010, 19:15   #4
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Originally Posted by yyrkoon View Post
I just had to wait 40,000 turns for food to appear in the General Store. Could be a total fluke, but you might want to check the code. In all my years of playing I can't remember 4 straight returns to town with no food in stock. 3 maybe once a year, but not 4.
There is another possibility. Check the turncount when you are in town. Restocking happens at multiples of 10K, but that appears to be ignored if you are in town when the crossover happens. So if you time it just right you don't get any restocking.

I haven't checked the code, but I thought I saw this behavior in my current game.
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Old February 19, 2010, 15:24   #5
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Originally Posted by PowerDiver View Post
There is another possibility. Check the turncount when you are in town. Restocking happens at multiples of 10K, but that appears to be ignored if you are in town when the crossover happens.
Yes, this is implemented in dungeon.c for V and variants not closely related to Zangband.
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Old February 19, 2010, 16:01   #6
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Yes, this is implemented in dungeon.c for V and variants not closely related to Zangband.
That's because if you miss 300 GP for those 720000 GP boots, you can scum for ever the townies without the boots going away. I always did like that mechanism

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Old February 19, 2010, 21:07   #7
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Originally Posted by PowerDiver View Post
There is another possibility. Check the turncount when you are in town. Restocking happens at multiples of 10K, but that appears to be ignored if you are in town when the crossover happens. So if you time it just right you don't get any restocking.

I haven't checked the code, but I thought I saw this behavior in my current game.
So all this business of me looking at my turncount when I hit > and <ing when I'm over 10k of that is wasting effort? I should just go back after I hit a round number? If I go down at turn 9,999 then the stores then I can go right back up and they'll be restocked? And if I want the best chance of keeping something in the store after I go down I should make sure to do it at 1,0001 so I have a full 9,999 turns before another restock?
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Old February 19, 2010, 22:28   #8
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Originally Posted by Napsterbater View Post
So all this business of me looking at my turncount when I hit > and <ing when I'm over 10k of that is wasting effort? I should just go back after I hit a round number? If I go down at turn 9,999 then the stores then I can go right back up and they'll be restocked? And if I want the best chance of keeping something in the store after I go down I should make sure to do it at 1,0001 so I have a full 9,999 turns before another restock?
That's right; stores are restocked every 10,000 game turns if you're in the dungeon. Jump up to town for that 10,000th turn and nothing happens.

If you want to keep store inventory on hand, instead of just squelching store restocks by visiting the town every 10,000th turn, you can also buy most of the store out. If a store has 6 or fewer items in stock when a restock hits, no items will be removed.
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Old February 19, 2010, 23:10   #9
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Personally I'd rather the game did restocks when the player enters the dungeon, if it's been at least X game turns since the last restock (with X presumably being 10000 for now). I can accept that restocks shouldn't happen while the player is in town, but preventing restocks altogether by being in the town at a certain magic time just doesn't seem right.
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Old February 19, 2010, 23:38   #10
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Personally I'd rather the game did restocks when the player enters the dungeon, if it's been at least X game turns since the last restock (with X presumably being 10000 for now). I can accept that restocks shouldn't happen while the player is in town, but preventing restocks altogether by being in the town at a certain magic time just doesn't seem right.
Why not? If I'm running a store, I don't tell the delivery guy to wait around until my big customer leaves. I think the only reason they don't restock while the player is in town is because that would invite abuse.
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