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Monthly Archives: September 2011
Another Unhook Repair and Healing Rework
There was another unhook associated with defense maneuver 22. If you see anymore, send me the savefile. I also began reworking the borg_heal(). Now that potions heal a percent of the damage, the borg needs to be able to appropriately … Continue reading
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Invisible Unhook repaired.
Last nights update included a possible unhook. It is now repaired.
Fear and Defence work
Reworked Earthquake spell as a defense maneuver. It is a bit smarter now and can be used to reduce the LOS from ranged attackers. Added Banishment as a spell allowed to cut into reserve mana. Each class has a certain … Continue reading
*Enchant* Loop and *Heal* Potion Loop fixes
The borg might bounce between town and the dungeon thinking he needed to “drop off potions” in the house. He would only do this if he was collecting heal potions. The borg might try to enchant his ammo up to … Continue reading
Quiver dump loop fixed
The borg was trying to dump a non-existent quiver slot ‘x’. I will be making these fixes to the 330 code as well, but I still do not have a working borg for 330. The keypress hook is still broken. … Continue reading
Temp Resist and Immunity Fix
There was a problem if the borg had immunity to an element. If he ever traded out the item granting immunity, he thought he kept the temporary resistance flag. Fixed more of the termination messages that were not being caught. … Continue reading
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Anti-Summon Corridors
The borg was taught to use anti-summon corridors. He does not dig them; he uses the spells/Ring of Delving/activation of items. I have been testing it over several days and I think I got all the major problems worked out. … Continue reading
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Resistance Update
Critical update for Resistances. The termination messages for the resistances changed and the borg was still looking for the old messages. This had the borg believing his Resistance was still active so he would not refresh it. This led to … Continue reading
Combat Related Fixes
If the borg was fighting a lot of monsters (say like the Cat Lord and his 50 escorts), there was a chance that the borg would lose track of a monster and not consider it for an attack target. The … Continue reading
End Game Fixes
Updated more archaic activation checks built into borg4.c Updated how the borg is allow to reset recall depth while at depth 99 and 100. Added more support for use of Stoneskin mushrooms. Borg will store them for end-game and will … Continue reading
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