April Updates for Zborg240

  • Borg was not decreasing the damage of dispel attacks over distance.  This over-valued some of the dispel attacks.
  • Increased the value of stunning effects when used against certain monsters.
  • Certain spell heavy classes (mage, high mage, mindcrafters, all at clevel 50) will not be looking at the damage of a bow when considering it for inventory.  They will look at the abilities it posseses.  The same group will stop carrying ammo.
  • Borg might unhook with the ‘offence’ defence maneuver if a melee attack option had a zero damage.
  • There were some amnesia problems related to using Dimension Door and making assumptions about a previously mapped area.  The lose_all_info() does not always carry a launch message so the borg might suffer amnesia and not know it.
  • Cyberdemons are now scary_guys unless the borg carries a form of RShards.
  • Borg entered Munchkin mode deep in the dungeon when out of food and got stuck fighting monsters in munchkin mode.  Not a good idea, since he does not consider defence nor escaping while in munchkin mode.
  • Borg needed to add ?TportLevel to the list of Escape options while considering his preparedness for dungeon depth.

 

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March Updates for Zborg 240

  • When using DimDoor to escape, the borg will now choose a spot further away, if the dangers are equal.  This will allow him to get a few more ranged shots in as the monsters approach.
  • Radiation mutation was being considered as a ball instead of a dispel effect.
  • Certain Dispel effects were passed positive through borg_projectable, but failed in the project_path() from spells1.c  In effect, it was a ‘knight movement’ error.  They show up from time to time.  LOS() is positive going one direction but not the other (monster->player vs player->monster).  I added the reverse LOS check to verify the projection path both ways.
  • Before jumping into a pit and casting Mind Wave as a defence, the borg will check to make sure he has sufficient HP.
  • Track bad landing zones when trying DimDoor.  There might be an unseen obstacle keeping him from sucessfully jumping.  And he might try to jump onto the same spot repeatedly.  Now he will track bad spots and select a new one.
  • Using Mind Wave as a defence had some problems if he was in a room with a few Raals Tomes.  Borg will now keep track of the danger induced from non-effected (empty mind) monsters.  If the danger is too high, he won’t use the Mind Wave defence.
  • There was a crash error being caused by a variable being overwritten.  The problem was in the wilderness grids for tracking town location.  That overwrote the array for tracking glyphs.  When a certain glyph was created, it caused a crash.  It was not fun to track down.

I still do not have a version of vanilla angband that will compile in VS2008.  It might take the dev-team a few iterations before they have the dust settled.  I’ll pick up the vborg as soon as they have a version that is compatible with Visual Studio.

 

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Zborg updates for February

I made several changes and updates for the zborg during this past month. Here is a brief run-down.

  • MC are allowed to cast spells when blinded
  • No AS-corridor digging if a monster is adjacent.
  • Borg was getting twitchy after stepping on a special town door. He could not figure out how to flow over the door; he thought it was impassable.
  • Borg will keep track of worn items to avoid looping on Best Combo
  • Borg was not looking at the minimum fail rate requests for certain mutation activations.
  • Borg will consider unknown grids in a region that has been magic mapped at floor grids.
  • Borg has a bounce between flowing to a stair in order to leave a level an trying to pick up an item. I told the borg to not pick up items if he was in the process of leaving the level.
  • Borg was bouncing between flowing to an asleep town monster (then not attacking it) and flowing to the shops. Once the monster woke up, he attacked it. Borg will be allowed to attack sleeping town monsters.
  • Borg with no food will stair scum to get to the surface. In doing so, he will not chase down monsters or items (except food) while in this state.
  • Problem with the borg activating the Mutation Mind Blast, thinking it had a radius effect.
  • Borg was casting the Mind Wave defence manuever repeatedly, thinking he was blasting some monsters in a darkened room. He will not be required to have seen the monsters more recently.
  • Borg might starve to death waiting for summoner monsters to approach him.
  • Penalty for dipping into reserve mana when casting Psychic Drain was removed, since that spell returns mana.
  • Borg was incorrectly counting certain utility mutations (like WoR) when he ran low on mana.  If the mana ran out, he thought he was out of the utility, when really, he had it, but it was momentarily out of reach due to low mana.
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Lots of Zborg updates

Borg was over estimating his success rate on certain racial activations.

Borg needed to know that discounts don’t merge in the stores.

Improvements to using Telekinetic Wave while in a vault.  Borg uses it as a technique for teleport away.

Improvement to how the borg calculates monsters moving over z-terrains.

After Amnesia induced from ‘horrible visions’ borg needed to forget the map and regions that were magic mapped.

Mana penalty was too great for dipping into reserve mana.

After Wiz_lite, unknown grids are converted into dark floor grids.

Borg was miscalculating the bonus for +damage on weapons.  In 240 combat style.  It has a relatively small effect.

Reduced the penalty for using Cold and Sound spells near potions on the ground.  Only desirable potions have a penalty.

Jump into pit for mindcrafters. This will use DimDoor to jump into a pit or a spot where there are lots of monsters within LOS. He can then use Mind Wave on the entire throng.

Needed to make sure an object was seen recently before he flows to it. He was bouncing a bit on a grid trying to pick up an object which had been deleted.

Orb of Draining on nonID items to destroy the cursed ones.

Added support for carrying Pot of Resistance.

New Flow_glyph added, which will create a sea of runes.  The Sea of Runes is when the character builds an array of 24 glyphs around him. This prevents summoners from summoning monsters on top of the borg. He can then use Teleport Away on a monster which approaches the Sea. The Sea is being built correctly, but it is designed to be used when Morgoth is seen. I have not had any zborgs make it that deep yet, so the other support functions are written yet. I will adapt the routine to work with Oberon and the Serpent, once I get a borg that deep.

Borg can visit the Chaos Tower to fix mutations.

Mutation of Resistance supported for activation and counts towards inventory.

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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 in place.  I removed the forbid code, allowing him to hit 5, and rest in place.  This will allow him to rest and wait out the fear.

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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 in do_crush_slow().  He will now dump the artifact and mark it as bad so he won’t be interested in picking it up.

 

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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 activate the artifact.

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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 borg understand that they are of some value, once de-cursed.

The borg was mis-parsing the curse message “Oops! It feels deathly cold.”

Swap items will be giving addition value if they have an activation effect.

The borg was not selling items to a store if that store had a full stock.  But he was failing to consider that he could merge items into the store’s existing slots.

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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 useful ring.

Warriors will collect Potions of Resist Poison in the home.

The elemental resistance for monsters was correctly aligned to /=9 instead of 0.

Fix for borg_scumming_pots. He was bouncing just a bit.

The borg was afraid to dive to depth 99 because Sauron was still alive. So the borg stayed on depth 98 for a while. The borg will not consider Sauron when checking for level preparedness.

Monster flow is considered in a few places. Most of the time, it is when the borg is waiting for the monster to approach, as in the case of anti-summon corridors. The borg was thinking that the monsters could dig through rubble.

The borg will not use Teleport Away on questor monsters. He is considered ‘all-in’ when it comes to questor combat.

Had a winner today. A half-elf warrior. This one won the game in record time. Something like 12million turns. I think that the next speediest borg win was close to 19 million.

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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, he will use a formula to calculate the best time to shift the panel.  He will also shift in diagonal directions, which can be a great help in rare circumstances.

The borg will try to store and use Rods of Speed over an equipment item of speed.   What happened was he was content using the artifact ring Tulkas for his speed activation and as such, he would not keep any rods of speed because his speed activation was already satisfied.  Really, it would have been better for him to keep the rod of speed and swap out the ring Tulkas for a different ring of power or even a ring of [element].

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