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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