darkgod wrote:Really IMO your first priority should be to make the game playable, not to reimplement every single silly (or not) option

(shrug Well, I'm in the middle of implementing artifacts (at least one of which we're kind of going to need to make the game winnable, after all

), and getting unique handling right is part of that, and preserve mode is directly related to that.
Crim, The Red Thunder wrote:For the love of god, don't throw them back into circuation if we haven't picked them up. Unless we LEAVE the level with them in inventory, they go back into circulation.
*blink* ...okay, I'm confused; I think those two sentences contradict each other.

From the second sentence, though, I gather that you approve of the "stronger" preserve=on mode. So that gives us two ways we could play it:
(a) three allowed values of preserve mode:
- None (equivalent to T2 preserve=off)
- Partial (equivalent to T2 preserve=on)
- Full ("stronger" preserve=on)
or
(b) punt "Partial", which would return it to a boolean on/off option between preserve=off and "stronger" preserve=on.
Crim, The Red Thunder wrote:if we dropped them from outside the level/sold them, assume we don't care about them.
Selling an artifact won't clear the been-generated flag (I think; I'll have to check that), so that won't put it back into circulation. As for the other bit, it sounds like you want to be able to pick up an artifact, carry it to another level, drop it, and have it taken out of circulation as a result. That would be slightly trickier to implement.