Shop ‘illeagal keypress’ fixed.

This one dealt with the borg hitting apostrophe.  It was related to trying to dump an item into the have and have it stack into an existing stack of more than 90 items.  Generally, the game would make a second stack, but it the house were full.  No second stack could be created.

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Wand shopping issue resolved

The borg was looping while buying/selling attack wands.  He will now buy and sell based on level and charge counts.

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Improved Vault Handling

The borg was getting distracted on not completing his vault excavation.   He spent so much time running to and from the vault, he got noting done.  He will be a bit more ‘on task’ and complete the vault excavation before chasing dungeon monsters down.

Fixed another problem with Best Stuff.

The borg was crushing potions of experience when he was full, rather than drinking them to clear inventory space.

Added the SV_ALCHEMIST_GLOVES to the list of items that would not induce bad mana to spell casters.

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Munchkin mode improvement

The borg will use a wand of wonder in munchkin mode.

While in Munchkin Mode, before he leaves the stairs to fetch an object, he will do a Detect Monsters/Traps just to make sure no bad guys in lurking in the hallways.

For those not familiar with it, Munchkin Mode is when the borg will bounce on stairs and grab near by items.  He will stair scum and sell items until about clevel 7.  He uses the money to improve his starting equipment.  It is kinda cheesey but it improve the survivability of early borgs.  It can be turned off in the borg.txt file.

Mages wearing heavy armor and losing mana fixed.

 

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Swap looping and Money Scumming Fix.

Two very interesting savefiles.  The borg with the ammy swapping was stuck in a loop because his inventory was too full.  He was being given points for carrying the digger.  As the borg was calculating the bonuses for trying on the new ammy, the digger was being over-written and this caused a false high reward.  So he would swap.  That was a very simple repair.

The town-scumming-non-attacking borg was being messed up due to his miscalculation of his fail-rate on Satisfy Hunger spell.  Nice eh.  That is the borg for you.  The borg failed to flow to attack monsters because he thought his fail rate was too high on a particular spell.

 

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Two Money Scum bugs fixed

Zababa had a savefile with two bugs. The borg was unhooking after attempting to cast Satisfy Hunger. Easily fixed. While scumming the borg hits random directions after resting. This will allow him to wander about a bit and find towns people to kill. If he hit 0 as his random direction, that prompted a key press change in the game code, triggering the unhook.

The borg was being released from the money scum too early. The town was out of food and his success rate on the Satisfy Hunger was >25%, that was triggering a ‘no food’ safety. I raised the fail rate to 55% to help out rogues.

Savefile tested and working well.

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More fixes

Another fix for “best combo.”  The problem with ‘best combo’ is that the angband game code inserts a keyboard flush after the ‘w’ is pressed so the borg cannot stack his keypresses.  It is really messing him up on timing.  I will be rewriting it in a few weeks.

Small fix to how the borg explores the dungeon.  It will slightly reduce the bouncing behavior sometimes seen when the borg is 4 steps away from a closed door.

Reducing clutter in the house inventory.  Borg will store fewer items (like Phase Scrolls and such)

No need to carry a heavy digger if borg has >100,000 gp.

Borg needed some help with a very specific type of danger calculation in vault.  It is a rare event but if it happens the borg might be too afraid to explore the inside of a vault.

 

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Netbrian’s Daily Fix

The Activation of the item <p> fixed.  I saw issue where he was thinking there were 253 monsters all standing on one grid but I only got him to do it once.  I’ll keep looking for it.

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Yet another ID bug fix.

There are lots of issues for the borg to work through with the new ID system. The latest one manifests itself as a ‘best combo’ loop with unID’d artifacts. Got it fixed.

And the borg was holding onto some bad ammo when it should have been dumped.

And… Sometimes the borg might bounce between goals if he had ESP on.  Basically, when a new monster is added to the known monster list the borg immediately cleared his goal (or current flow track).  This was not always a good idea, especially if the new monster was 20 grids away and only spotted due to the ESP.  Now the borg will only clear that flow goal if the new monster is LOS.

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‘Best Combo’ loop fixed.

The very ugly ‘best combo’ loop reared its nasty head.  But like the hydra, you chop one off and two show up in its place.  So we will see how it turns out.

ZBorg needed a fix to correct a potential crash with a out-of-bounds call.

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