Favour: price gear from full recipe, flatten leather
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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1 changed files with 15 additions and 5 deletions
20
game.py
20
game.py
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@ -193,14 +193,15 @@ def _fuelled(inputs: dict, tier: int) -> dict:
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# Every tier's hide comes from Hunting. raw hide (id, name, icon, value), leather (id, name, value),
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# armour id prefix, armour name prefix
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# A hunt is worth about what a log or ore of its tier is, for the time it takes.
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LEATHERS = [
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(("hide", "Hide", "🟫", 3), ("leather", "Leather", 5), "leather", "Leather"),
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(("boar_hide", "Boar hide", "🐗", 8), ("hard_leather", "Hard leather", 12), "hard_leather", "Hard leather"),
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(("bear_pelt", "Bear pelt", "🐻", 16), ("bear_leather", "Bear leather", 24), "bear_leather", "Bear leather"),
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(("elk_hide", "Elk hide", "🦌", 35), ("elk_leather", "Elk leather", 50), "elk_leather", "Elk leather"),
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(("sabrecat_pelt", "Sabrecat pelt", "🐆", 60), ("sabrecat_leather", "Sabrecat leather", 85),
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(("boar_hide", "Boar hide", "🐗", 5), ("hard_leather", "Hard leather", 8), "hard_leather", "Hard leather"),
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(("bear_pelt", "Bear pelt", "🐻", 9), ("bear_leather", "Bear leather", 14), "bear_leather", "Bear leather"),
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(("elk_hide", "Elk hide", "🦌", 16), ("elk_leather", "Elk leather", 24), "elk_leather", "Elk leather"),
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(("sabrecat_pelt", "Sabrecat pelt", "🐆", 32), ("sabrecat_leather", "Sabrecat leather", 48),
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"sabrecat_leather", "Sabrecat leather"),
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(("mammoth_hide", "Mammoth hide", "🦣", 100), ("mammoth_leather", "Mammoth leather", 140),
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(("mammoth_hide", "Mammoth hide", "🦣", 56), ("mammoth_leather", "Mammoth leather", 85),
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"mammoth_leather", "Mammoth leather"),
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]
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# piece suffix, slot, noun, leather used, level above the tier, icon
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@ -5016,6 +5017,14 @@ for _weapon in _weapon_actions():
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for _jewel in [*_jewel_actions(), *_storage_actions()]:
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ACTIONS.append(_jewel)
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ACTION_BY_ID[_jewel["id"]] = _jewel
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# Gear and guard kit are worth everything that went into them, trophies and reagents
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# included, so crafting one never loses its maker favour or gold.
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GEAR_MARKUP = 1.2
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for _craft in ACTIONS:
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_made = next(iter(_craft["outputs"]), None)
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if _made in ITEMS and (ITEMS[_made].get("slot") in ("weapon", "shield", "helmet", "body", "legs")
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or "kit" in ITEMS[_made]):
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ITEMS[_made]["value"] = round(sum(ITEMS[i]["value"] * q for i, q in _craft["inputs"].items()) * GEAR_MARKUP)
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_dungeon_loot() # masterworks are reforged from all of the above
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FITTING_BY_ID = {}
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for _id, _name, _building, _blevel, _level, _inputs, _effect, _glyph, _tint in FITTINGS:
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@ -6280,6 +6289,7 @@ ORDER_RECIPES, ORDER_RAW = _order_sources()
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# line here (new / balance / fix), and a new release a new entry on top.
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PATCH_NOTES = [
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{"date": "2026-10-27", "title": "Prayer", "notes": [
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("balance", "Rebalanced favour values of items"),
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("balance", "Prospecting: 3 ore per try (was 5), 50% gem chance (was 15%)."),
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("new", "Dungeons: runs go on while anyone is watching. Members who look away fight on auto."),
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("new", "Group stays in lobby after finishing dungeon"),
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