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Category Archives: Angband (Vanillia)
June Updates for Vborg
Yep, the Vborg has some updates. I thought I would work on it since it has been so long. I did not make any progress on the 340 or 330 borgs so I worked on the 320 borg. There is … Continue reading
Posted in Angband (Vanillia)
Tagged combat, defense, equipment, flow, healing, inventory
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July updates for Angband 320
No Banishment on Unique if injury >= 85% No flow through rubble for monsters Tarrasque is a scary guy if I don’t have RDisn If the borg needs to recharge a rod, and the no_rest_prep counter is set, that counter … Continue reading
Posted in Angband (Vanillia)
Tagged combat, defense, equipment, flow, healing, inventory, loops, shopping
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Twitchy fix.
Sometimes, the borg could get stuck in a corner, surrounded by monsters and unable to fight due to fear. He enters a Twitchy mode that allows him to make random movements. But Twitchy forbade the 5-keypress, which was effectively resting … Continue reading
Dispel Spell Improvement
The borg was undervaluing the benefit of dispel effects. He was omitting some monsters from the total effect. Now that it is fixed, Dispel Evil looks much better to the borg. The borg got stuck trying to crush an artifact … Continue reading
Randart DSM fix
The borg was trying to activate an artifact’s attack when that artifact was in the guise of a DSM. He knew that the DSM did not have the standard DSM breath attack, but in this case, he was trying to … Continue reading
Swap, cursed artifacts, selling to full shops
The borg was completely dismissing the value of the Wormtongue boots. They are not too bad for a low to mid range character. The only problem is the light curse. I had to rewrite a few routines to help the … Continue reading
Deep game fixes and a winner.
The borg was not keeping Rod of Speed or other Haste items because he has Tulkas in the inventory. I told him to keep Rods of Speed anyway in case he wanted to trade out Tulkas for some other more … Continue reading
Panel Shift improved.
I improved how the borg is going to shift the panel to locate off-screen monsters. Before he did it based on his exact grid location. This posed a problem if the screen size was altered from the default size. Now, … Continue reading
New anti-summon action.
I had to add a fix for the use of borg_shield and borg_stone. There was some overwriting of the borg_shield and the borg was not catching the message about the shield being enhanced. The borg needed to be able to … Continue reading
Beam pathway improvement.
There was a problem with the borg always forcing the grid under ghosts to be wall grids. This was a problem when the borg had to calculate danger from monsters behind it. Now the borg will not override the previous … Continue reading