March 2014 Updates

I am still running a half-ogre Life/Nature borg.  He is playing cautiously at dlevel 37 and clevel 42

  • Added support for the rest of the randart activations (charm and summons).  Charms are attacks and summons are defense maneuvers.
  • Fixed an error in the game code that kept eat_magic() from working on rods.
  • Extended the CHARM_XP code to include the other two forms of control.
  • Summon a pet as a defense maneuver when surrounded by guys.
  • Added the Trump realm summons to the defense check on summoning a pet.
  • Added the Half-Ogre race activation to glyph formation.
  • Speed up the borg by adding a kill->dist so the borg does not have to keep calculating distance(c_y, c_x, kill->y, kill->x)
  • When crushing junks, borg should look at eat_magic to regain mana before dumping the item.
  • I needed to replace some hard-coded K_IDX numbers.
  • The borg learned some extra qualities to certain curing potions (removing confusion and blindness).  Doing so enables him to be rewarded for carrying those items for that specific property.
  • The borg will have reduced fear of confusion and blindness attacks if he has at least two items which can cure him.  Previously, he needed to have resistance to blindness or confusion to avoid the fear.
  • Player ghosts were being assumed when it should have been a friendly or pet.
  • In an effort to dive deeper and play at his maximal safe-depth, he will use the munchkin mode and scum the stairs more.
  • Defense was calling Nature spell of Stair Building instead of Resist Corrosion.
  • The borg might bounce on a few munchkin levels for several thousand turns waiting for a restock() item to show up (depth 5 & 6).  I tied the climbing to the borg_leave_level() flag of goal rising, that way he is inclined to complete a journey.
  • I taught the borg to use Create Stairs while he is in munchkin mode.
  • The borg would use the Eat Magic mutation in borg_heal().  I moved it to borg_recover().
  • borg_cave_floor_bold() need to have FEAT_OPEN added to the list.
  • borg_defend_lightbeam() was not considering 3-way intersections as a possibility.
  • I had to smooth out the AC reward for no_melee guys with AC near 75.  It was inducing a shop-wear-sell-loop.
  • Nature Realm added to the list of characters who can have more than 3 pets.  Dismissing pets is a defence maneuver and it is called if too many pets are found.
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