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Thread: Shop restocking mechanics

  1. #1
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    Default Shop restocking mechanics

    Has anyone figured out the most efficient way to restock shops? Is there a formula to it, or will there be a partial restock any time you don't buy them out completely?
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  2. #2
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    Shopkeepers have a chance of restocking when the number of items they have is below the number of free tiles in their shop. Wall tiles might count as free, as if you pick all of the initial stock and dump it in a corner, it's very likely that a few new items will appear soon. But if you sell a ton of junk to e.g. Barnabas, he will never get new stuff.

    I don't know how often restocks happen. Shops can be nearly empty for a long time before the shopkeeper gets new products by just waving his hand (seriously, any economist would have a field day with this game). Time spent outside the current level counts, as you will often hear arcane mumbling the second you enter a shop level, if enough turns have passed. It seems to be a short interval in the casino shop though, as if you kick-rob everything from it, the shopkeeper will restock from top to bottom shortly afterwards, leaving a ton of fresh items for your thieving pleasure I loved doing this in 1.1.1.

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  3. #3
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    I've heard that shop restocks any time when number of items is less than its capacity, maybe after some turns, and capacity is equal to the space on shop's floor plus walls.
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  4. #4
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    Quote Originally Posted by Spellweaver View Post
    I've heard that shop restocks any time when number of items is less than its capacity, maybe after some turns, and capacity is equal to the space on shop's floor plus walls.
    Partially confirmed with one trial at Waldenbrook's shop. Bought out about 51 percent of his inventory, put all other items on the upper right hand square and upon return, the shop was restocked to 30 items - the number of floor tiles inside the shop. I have also seen Waldenbrook restock (after about 30 days in game time) after selling over 10,000 stones of equipment in the upper right hand tile. In this case only 4 new items were generated.

    This leads me to believe that there is some kind of basic capacity determined by floor space and a second piece of code for special circumstances, perhaps governed partially by wall space and items generated by the shopkeeper.

    My experience with attempting to restock the casino (I have done so at least 20 times thus far in my career because I love being OP) has had similar timing to herb growth, except I think it has a higher number of smaller dice and additional dice might be added for items sold.

    None of this has been confirmed via source diving - these are merely observations made using a small sample size without a control group and should be interpreted cautiously. Needless to say, this is a grant worthy endeavor and more research should be conducted
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  5. #5
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    I dunno, in my experience it's mostly random. Sometimes shops will restock even with their initial stock untouched (making stacks if necessary). And even if I've sold a pile of stuff to Waldenbrook, he still does it. I do stack everything in one corner to make it easier to browse, but in my opinion it makes little difference.

  6. #6
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    Quote Originally Posted by prime View Post
    I dunno, in my experience it's mostly random. Sometimes shops will restock even with their initial stock untouched (making stacks if necessary). And even if I've sold a pile of stuff to Waldenbrook, he still does it. I do stack everything in one corner to make it easier to browse, but in my opinion it makes little difference.
    Interesting. Just one of those unknowns I guess. That is where part of the charm of ADOM comes from after all (at least for me) - the fact that while most things are known about the game, not absolutely everything is known.
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  7. #7
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    Quote Originally Posted by prime View Post
    I dunno, in my experience it's mostly random. Sometimes shops will restock even with their initial stock untouched (making stacks if necessary). And even if I've sold a pile of stuff to Waldenbrook, he still does it. I do stack everything in one corner to make it easier to browse, but in my opinion it makes little difference.
    The store's capacity according to the theory is all shop squares including the walls. Obviously you can't place items on the wall squares, so they get placed inside the store instead. Shops usually are generated with item numbers lower than that - so even if you don't buy anything they should restock at least once, eventually.
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  8. #8
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    Quote Originally Posted by Silfir View Post
    The store's capacity according to the theory is all shop squares including the walls. Obviously you can't place items on the wall squares, so they get placed inside the store instead. Shops usually are generated with item numbers lower than that - so even if you don't buy anything they should restock at least once, eventually.
    Does it decide based on the number of items in the shop, or the number of tiles filled (in which case I guess it would always restock)? Because I know that I've filled Waldenbrook's with junk, all on one tile, and he still restocked.

    edit: although I suppose it is possible it wasn't enough junk to equal all the wall tiles...

  9. #9
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    I'll also note the door space counts (obviously). I always find it funny to drop a bunch of stuff on the door to Waldy's shop. (It just occurred to me that this would be a potentially painless way to sell-rob shops. I must test this out! edit: does seem to be the case.)
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  10. #10
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    Quote Originally Posted by SirTheta View Post
    I always find it funny to drop a bunch of stuff on the door to Waldy's shop.
    Hey, I used to do that some years ago! Just for the sake of dropping my items at his door once I found that worked. Nowadays I just drop his initial stock in the top left corner, and my vendor trash in the top right one. Anyway, thanks for reminding me of it

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