November Updates

  • Upgrade to how the borg will fear regional.  He was not adding fear to icky grids.  It was supposed to be vault grids, but it inadvertently included lava and water grids.  That needed to be repaired.
  • When the borg has >$200,000, items have decreased value.  That way he won’t fill up with junk to sell in town.  The money means nothing to him at that point.
  • Borg was resting too much, waiting for monsters, while in a vault.  The monsters might not be able to get to him since the FEAT_INNER_PERMA would hinder their movement.  He would wait ad nosium for a monster which could not approach.
  • Some improvements to how the borg will wait for monsters to approach him (skipping sleeping ones, skipping ones in vaults)
  • Vampire borgs over clevel 20 will not need to carry ?SatifyHunger unless hungry
  • Borgs who are digging will not ‘walk into’ a monster.
  • Borgs were valuing certain items to not crush them, but at deep depths, even the boost in value was allowing the borg to crush items which should not be crushed.  I had him entirely skip certain items from the crush-consideration.
  • *Enchant* scrolls will carried if there is a specific need.
  • The borg will generally avoid waking sleeping monsters but not if he is clevel 50
  • Floor grids, which are not already defined, and which contain an object will be considered FEAT_FLOOR.
  • Sometimes the borg will sell ?teleport, even when he ought to hold onto them.  Corrected that.
  • The borg needed to fear RBE_SHATTER more.  The earthquakes can be devastating.
  • No flow_take() if a monster is near a low level borg.
  • borg_flow_old() will now fail if a monster is adjacent to a low level borg if it is in munchkin_mode.
  • I had to add the White Horse Inn proprietor as a bad shop for the borg.  He needs to recognize that he is in a bad shop and how to exit it.
  • Before leaving the stairs to chase down an item in munchkin mode, he will rest to regain any lost HP/SP
  • Searching while walking will be disengaged if a scaryguy is on the level.  This will allow the borg to exit the stairs sooner.
  • Mindcrafter borgs were not using there Major Displacement to break being twitchy.  Other forms of teleport were being considered, but the Major Displacement was omitted.
  • If the borg needs to power climb due to a restock issue, and he does not have recall, he will use the munchkin mode to climb up.
  • If in munchkin mode and off the stair, the borg might try to fight his way back to the stair.  He needed to do a check on the neighboring grids to make sure he was not surrounded by monsters.  Fighting one monster is OK, but 2 or 3 is not a good idea if he is in munchkin mode.
  • Borgs in munchkin mode will be a lot more careful about leaving the stair to chase down loot if monsters are detected on the level.  Too many monsters are waking up and attacking the borg when he leaves the stairs.  The borg will add up the danger of the known monsters, and flee the level if their total danger is greater then his HP.

 

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2 Responses to November Updates

  1. Mike says:

    The zangband 2.4 borg seems to move quite slowly, what am I doing wrong? Or is there a way to speed it up?

    • apwhite says:

      You know about changing the delay factors right? There are two delay factors. One is the game’s delay factor (which makes the explosions and projectile paths slow-motion). The other delay factor is for the borg. You can access it in the borg.txt file.

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