is it possible to see a map?
short of an enlarge scroll, how do you get rid of reduce? I hit a trap twice and cant use my sword.
Sleep or dispel. As for map, 'l'ook then press o, is the closest you get. Isn't quite a map, but you can scroll around really easily.
CR 15?! I didn't know Incursion had such high CR stuff implemented, given that the max level attainable is 11. No wonder it can solo the dungeon...
I think there's
maybe one or two natively CR 12 creatures, but after that comes templates and templates can get stuff up there. I'm pretty sure I've seen at least CR 20-somethings before, possibly 30s, in deep challenge/nightmare games. The amazing thing about it being CR 15 is that it's appear on second dungeon level, being spat out by a third level character
E: Mind you, most stuff beyond the 11th level
isn't implemented (so a templated spellcaster with some ridiculous caster level -- legendary adult dragon, ferex -- isn't going to have 7th, 8th level spells), but that doesn't stop HD and caster levels and whatnot from continuing to progress.
Issue: Auto-stowing picking up things it shouldn't
Is there a consensus on what autostow should and should not pick up?
Going by the option's description, it
should only be picking up things that can stack with stuff you already have. I think at some point the pack option specifically was changed to pick up normal consumables -- potions, wands, scrolls -- automatically, and
maybe (I'm forgetting if this is or is not true) non-weapon/armor magical stuff (rings, cloaks, boots, etc.). So, if I was going by the theme of that, normal consumables -- everything not alchemy made (so no tanglefoots) and not water or holy water -- would be a definite for pack auto-pickup, then non-weapon/armor enchanted stuff would be a maybe, and anything that can stack with anything in your inventory (except spellbooks. Spellbooks can stack, but you don't want that to happen automatically.) would top things off.
I'd
probably recommend a fourth state for it, besides pack/gear/no -- something like "aggressive" that gets all consumables, magic stuff, and alchemy etc. junk. With that, you could regulate the current pack/gear options to specifically pickup only what you already have (gear already does, but pack, I think, doesn't.). Regardless, if the pack option is going to be automatically picking up consumables, the option's description probably needs to be updated to reflect that.
Regarding the anomalous behavior the issue is running into, what's probably happening is that tanglefoots are being treated as a normal consumable (which, to be fair, they sorta' are) and the shields and holy symbols are being caught by the same pickup behavior (I'd guess something related to amulets), since the shields being automatically picked up are almost certainly ones "of <God>", which also operate as holy symbols. Incidentally, those "of <God>" shields have
incredibly wonky intuition states -- I've had <magical> ones (which
should be limited to +1 items) turn out to be +4 or +5 once identified, ferex.
Summarized version: Pack autopickup should pick up:
- Normal consumables -- not alchemy created, not water, holy or otherwise. So potions, wands, and scrolls.
- Non-weapon/armor magical things -- rings, boots, amulets, cloaks, etc. Not holy symbols.
- Anything except spellbooks (and holy symbols) you're already carrying, if they can stack.
- It might be better to have an "aggressive" option that does those three, and have pack and gear autopick options only pickup what you already have.
Gear pickup should be left alone -- it's working fine.
E2: Oooh, I had forgotten that can happen. And reported, heh. Illusionary monsters that can multiply -- like, say, brown puddings -- split off into
real monsters. My poor gnome illusionist now has roughly 54 CR worth of pudding following it around >_>