Delay()

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Revision as of 01:02, 18 March 2012 by imported>Eleron
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This page should be converted to a be historical note about delay(), with remaining turns_spent_in_zone conditions in Conditional Adventures instead.

What is Delay()?

Delay() is the name for a function that is designed to slow down certain encounters that are important for quests.

  • The sum of all delay() over an ascension is unknown, and is the same for everyone.
  • While delay() used to be random, Jick has since stated that it is has been set to 5 for all remaining instances.
  • When an encounter is delayed that encounter will not happen until delay() is over. This is true regardless of whether the quest adventure was superlikely, non-combat, or combat.
  • Functionally delay() is a condition on an encounter which says that the encounter cannot occur unless turns_spent_in_zone is greater than or equal to the delay() value (all zones record how many turns have been spent in them during the run). The counter is not attached to individual adventures, so the delay for adventures with other conditions (e.g. We'll All Be Flat requires you to have read your father's MacGuffin diary) can be "decremented" before the other conditions are satisfied.
  • It is unknown exactly which encounters are affected by delay() and which are not. For the most part, however, delay() is assumed to affect almost all quest adventures that cannot be skipped by softcore pulls.
  • Remaining delayed turns are not decremented by skipped non-combats, but can be decremented by combats that don't take a turn (like if you use a tattered scrap of paper, for instance).
  • Delay() was implemented to provide a hard floor that would stop new items or strategies from breaking the softcore game. Jick has stated that he does not like this mechanic and that he is working on a better solution to this problem.
  • Delay() is being phased out, many instances of it have been removed.

What Adventures are Delay()ed?