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[feature] use unfinished dinsey zones as wanderer/freerun bait

Open docrostov opened this issue 2 years ago • 1 comments

this one is a little weird because it doesn't -really- work for loopers, but it would be great to consider dinsey zones for people in aftercore for more than 2-3 days as a thing to target with wanderers if the ascend flag isn't on. if you have lovebugs, plopping wanderers in any dinseylandfill zone is a ~5% chance of a funfund in each combat, for a guaranteed value of mallPrice($item`one-day pass to dinseylandfill`)/20. so as a wandering zone, when daypasses are high, it might already be better than guzzlr for lovebugs folks. the spicer and more interesting thing -- if you spend 100 turns in each zone of dinseylandfill, you get 4 keycards. the items you get (and the zone you get them in) are:

Keycard α (barf mountain; item # 8239) Keycard β (pirates of the garbage barge; item # 8240) Keycard γ (toxic teacups; item # 8241) keycard δ (uncle gator's; item # 8242)

obviously, garbo literally always gets keycard α. i've found that since we added stench jelly farming with our banishes, usually by day 4-5 garbo has finished up uncle gator's, sometimes it takes a few more. and garbo does 5-6 YRs per day so it ends up filling toxic teacups (albeit more slowly). the simplest way to apply this (imo) is through logic where garbo:

  • establishes a starting value of pirates/teacups/gators as 5% of 1 funfund for lovebugs folks naturally
  • if the run is in day 1, stop there; that way loopers that have no chance of finishing it in 2 days don't do this
  • if the run is using the "ascend" flag, stop there; that way it doesn't try for this on the last day of your run
  • if you have the associated keycard for the zone, stop there; no value in extra runs in that zone
  • if none of the above 3 things are true, garbo values a single freerun or wanderer in any unfinished zone as 1/300 of the value of wart dinsey (2x brain preservation fluid, currently 500k in mall) minus the value of 4x VoA (since the NCs do cost turns)

unlike many garbo changes this won't flood the mall (loopers literally never will hit this) but it's nice QoL for nonloopers. and there are definitely times where wandering in dinsey solely for lovebug activations is superior to wandering for guzzlr drops. i don't think garbo should actually kill wart dinsey, that seems like too much extra chaff at least for an initial implementation, but garbo getting it to "ready to go and can be tackled before you ascend" is cool

docrostov avatar Jan 15 '23 02:01 docrostov