January 2014 Zborg

I received some great savefiles showing some errors and had a chance to work on them.  Here is the result:

  • Added a few more ego item types to the list of items that should be *ID*’d, since some items can have extra powers and resists.  The ones added were slay and kill dragon, might, power, & lordliness.
  • The defense maneuver of detect_invis() was missing the sorcery spell of Sense Minds in the defense activation.
  • Aesthetic fix to the layout of the ^zd Spell Dump output.
  • Improvement to how the borg was calculating the benefits of using Teleport Other on large groups of monsters which can create a lot of danger.
  • There was a ‘drop off potions’ loop.  The borg was heading to town but not dropping off the potions in the house.
  • Borg was over confident in his ability to tunnel.  There is a definition of BORG_DIG which is his digging skill.  I was moved from 20 to 40 to make sure the borg didn’t waste too much time trying to dig improbable tunnels.  Granite has a dig factor of skill_dig > 40 +rnd(1600).  So even with a BORG_DIG of 40, and no digger, he is still likely to dig.  This value might be adjusted higher (to 60)
  • The borg found a really nice artifact broken dagger.  The  bonuses of the randart attributes out-weighed the penalty of wielding one.  So i boosted the penalties for melee type characters.  The non-melee characters can still wield these items with the old penalty.
  • Borg_flow_vault() was missing a borg_flow_clear() object.  This lack caused the borg to think that he could dig tunnels all day long.
  • Borg was incorrectly parsing the staff charges of “3 Staffs of Foo (3x 4 charges).”  He thought he only had 4 charges instead of 12.
  • The borg was over-rewarding the value of certain activations.  The error was related to the scanning of equipment in borg_power_aux3() and looping a reward.
  • The borg was ignoring ‘The Greater hell magic mushroom were-quylthulg’ when should only be ignoring ‘The greater hell-beast.’
  • Added support for GF_STUN and GF_TURN_EVIL in borg_launch_damage_one().  I made sure the GF_STUN is not considered valuable if the monster is compromised from some other effect (confused, afraid).
  • Amberites were having trouble with mutation activations.  The borg had the wrong address for his mutations (b instead of c).
  • Added better support for Amberite racial activations including a borg_recover() check for hallucination.
  • The borg needed to weigh the benefits of casting Brand Weapon.  Some are very expensive in terms of mana.  The no_melee guys won’t bother with casting it.  He also needed to make sure he didn’t cast/rest loop.
  • Some improvements and clean-ups to how the borg works with dispel spells with varying AoE radius.

 

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