[v1.0.4-1.0.5] Go to Landmark

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Zizzo
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Re: [v1.0.4-1.0.5] Go to Landmark

#61 Post by Zizzo »

Sinister Stairs wrote:
  • I don't believe the Occult Egress runes/codes count as landmarks; it'd be cool if the "Show Landmarks" list would show the actual glyph, because sometimes viewing them on the map can be difficult based on one's tiles size.
After reading this thread about the poor legibility of the floor glyphs in Kroshkkur (I always did wonder what those blank squares of dirt were supposed to be), I have a better idea what you're going for here. And we already have an example of glyphs appearing in dialog text (the lore note in the Occult Egress), so there's precedent. Now, the code that puts the glyphs on the floor was clearly not written with the expectation that anyone else would need to know what glyph was on the floor, :? but such as it is, v5g.2 makes a stab at listing them as landmarks.

[Disclaimer: I've only tested this in Kroshkkur. When floor glyphs appear in other zones, do they also appear in a nice row like this? The glyph order does matter, after all, so I'd prefer to list them in the landmarks list in the proper order.]
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swapoer
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Re: [v1.0.4-1.0.5] Go to Landmark

#62 Post by swapoer »

Is it possible for us to get a customizable hotkey for go to landmark? So we can get to the place faster.

Sinister Stairs
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Re: [v1.0.4-1.0.5] Go to Landmark

#63 Post by Sinister Stairs »

Zizzo wrote:[Disclaimer: I've only tested this in Kroshkkur. When floor glyphs appear in other zones, do they also appear in a nice row like this? The glyph order does matter, after all, so I'd prefer to list them in the landmarks list in the proper order.]
No, in other zones, the glyphs are not lined up but they're still read left-to-right.

I don't recall finding glyphs in the same column, but if that ever occurred, it'd probably be read up-to-down. Personally, I'd be ok if the glyph landmarks were listed in the order they were found (or however they're hashed). It'd be easy enough to revisit each landmark to figure out the correct order, just like you'd normally do without this addon; but this feature would make it easier to find the glyphs again and read what the (sometimes illegible) glyphs represent.

Of course, if you could order the glyphs in that proper order, that would be icing on the cake; but might be more technically challenging and borders on spoiler information.

Zizzo
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Re: [v1.0.4-1.0.5] Go to Landmark

#64 Post by Zizzo »

swapoer wrote:Is it possible for us to get a customizable hotkey for go to landmark? So we can get to the place faster.
Hmm, do you mean a "hotkey" hotkey, on the toolbar, or a keybinding, like <Alt-Shift-G> to open the talent point planner? [For reference, the latter would probably be significantly easier…]
Sinister Stairs wrote:No, in other zones, the glyphs are not lined up but they're still read left-to-right.

[…]

Of course, if you could order the glyphs in that proper order, that would be icing on the cake; but might be more technically challenging and borders on spoiler information.
Well, as it happens, that's the order I'm already listing them in, so it works out just as well. :wink:
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swapoer
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Re: [v1.0.4-1.0.5] Go to Landmark

#65 Post by swapoer »

Zizzo wrote:
swapoer wrote:Is it possible for us to get a customizable hotkey for go to landmark? So we can get to the place faster.
Hmm, do you mean a "hotkey" hotkey, on the toolbar, or a keybinding, like <Alt-Shift-G> to open the talent point planner? [For reference, the latter would probably be significantly easier…]

Both will do just fine.
If we can get a customizable hotkey, player can better utilize this function. Bring up the Esc menu and then press L for choosing Landmark is not quick enough in my opinions.

Zizzo
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Re: [v1.0.4-1.0.5] Go to Landmark

#66 Post by Zizzo »

swapoer wrote:
Zizzo wrote:Hmm, do you mean a "hotkey" hotkey, on the toolbar, or a keybinding, like <Alt-Shift-G> to open the talent point planner? [For reference, the latter would probably be significantly easier…]
Both will do just fine.
A keybinding it is, then. v5h, just released, now provides the keybinding "Miscellaneous | Show known landmarks", defaulting to <Alt-Shift-L> and configurable in the usual manner via the Key Bindings dialog. And I'm already finding it so convenient that I can't believe I never did this before… :wink:
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Zizzo
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Re: [v1.0.4-1.0.5] Go to Landmark

#67 Post by Zizzo »

As you may have noticed, 1.7.4 tweaks the map tooltip for zone entrances, showing both min and max levels for the zone and scaling both according to the prevailing difficulty mode. Since we're also showing min level for zone entrances in our landmark list, I figured we should also pick up these changes; v5h.1 should cover that. Also tweaked the color of the estimated-distance part from yellow to green, so it doesn't blur into the level-range part. :wink:
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Zizzo
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Re: [v1.0.4-1.0.5] Go to Landmark

#68 Post by Zizzo »

Huh. Thought I'd already pushed this out. v5h.2 is a small compatibility tweak for Kamani's Rise of the Ooze addon. See, the way we identify towns internally so that we can group them together is that their zone ID starts with "town-". RotO's Oozing Cradle, however, is tagged as "towns-oozetopia", so we weren't catching it. Easy enough to patch over, though. :wink:
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Zizzo
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Re: [v1.0.4-1.0.5] Go to Landmark

#69 Post by Zizzo »

Sometimes when I'm looking at my landmark list, I want to know not only how far away a landmark is, but in which general direction. For instance, when I return to Sandworm Lair to pick off the chests I left for later, it helps to know which sandworm tunneler to follow. Easy enough to add; v5h.3, just pushed out, includes rough compass directions for landmarks in the list (except for any landmark you might be standing on, of course).
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Zizzo
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Re: [v1.0.4-1.0.5] Go to Landmark

#70 Post by Zizzo »

Pulled up one of my characters with an uncompleted Pikataclysm zone, and I noticed that while the exit portal at the end, when it eventually appears, is recognized as a landmark, the evil horned egg that precedes it is not. Easy enough to fix; that's going out as v5h.4.
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Zizzo
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Re: [v1.0.4-1.0.5] Go to Landmark

#71 Post by Zizzo »

Couple small tweaks in v5h.5:
  • Having made the evil horned egg in the Pikataclysm zone a landmark, I obviously had to do the same for the plump pumpkin in the Hallowed Fields zone. :wink:
  • Finally worked up the nerve to drag one of my way too many nearly-finished characters into High Peak. :? In the Slime Tunnels level, I decided to sweep the level before doing any of the orb portals — and then found it inconvenient that the landmark list doesn't distinguish the orb portals you've activated from the ones you haven't. In this release, activated orb portals are now flagged as such.
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Zizzo
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Re: [v1.0.4-1.0.5] Go to Landmark

#72 Post by Zizzo »

In the main campaign, the Items Vault Control Orb and the Training Control Orb in the Sher'tul fortress don't really need to be tracked as landmarks, since they're always in the same place in a small level. In Hammer of Urh'Rok, by contrast, these two orbs are in separate buildings in the fairly large Fearscape: Invasion Beachhead level — and one of those buildings is the player's de facto storage vault, so it's something you'd want to be able to go back to quickly after returning to the zone. So in v5h.6, just released, we recognize both of those as landmarks in the Hammer of Urh'Rok campaign. [I could be convinced to also do so in the main campaign, but as I noted above, it doesn't really seem needed.]
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Zizzo
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Re: [v1.0.4-1.0.5] Go to Landmark

#73 Post by Zizzo »

Have I mentioned that I'm a notorious overengineer? :oops: I have done this sort of thing before, after all. :wink: v5i adds some new hooks that other addons can use to add stuff to the landmarks list. The hooks allow you to specify what type of landmark a particular grid is, influence how it's described in the landmark list, and even add new categories of landmarks if you're particularly ambitious. Documentation, as always, is bundled in the .team file.
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Zizzo
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Re: [v1.0.4-1.0.5] Go to Landmark

#74 Post by Zizzo »

On the heels of our demon statue bugfix in Automatic Notes, it occurred to me that we shouldn't be listing "activated" demon statues as landmarks either, any more than we list opened golden chests. Easy enough to fix; that's going out as v5i.1. We Apologize for the Inconvenience.™
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Zizzo
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Re: [v1.0.4-1.0.5] Go to Landmark

#75 Post by Zizzo »

Some of the landmarks we list cover multiple grids, like Orb portals. The entry to High Peak from Slime Tunnels is even worse, covering fully 40 grids — most of which aren't even enterable. :roll:

So, in v5i.2, we group all those grids into a single entry in the landmark list, with a note of how many grids it represents. We also add a new subheading "Portals" for Orb portals.
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