Tag Archives: loops

March 2017 Zborg Update

 Starving vamp borgs are now allowed to eat a pet.  Starving Vamp who can summon a pet to eat, should do so.  Starving borgs will skip the borg_defend(), since it might teleport away a meal.  At a minimum it is consuming … Continue reading

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January 9th, 2016

borg_best_combo() was returning a crash from a report of the item description if the item was being pulled from the home. The Amberites need to know that the level has changed when they use the Shadow Shifting ability. If a … Continue reading

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January 2014 Zborg

I received some great savefiles showing some errors and had a chance to work on them.  Here is the result: Added a few more ego item types to the list of items that should be *ID*’d, since some items can … Continue reading

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Christmas Eve 2014

Merry Christmas!  I have a nice Zborg update with lots of improvements. Slight correction to the stair scum use.  The borg was leaving the munchkin mode if he were 1 step away from the stair. Borg needed to know that … Continue reading

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Another loop issue resolved.

Another important fix for 341. I am still correcting the porting problems which include bad spell address, unhooks, loops, etc. I will be starting on version 3.5 next week. Looping correction in the borg_defend_aux_panel_shift() and borg_wear_swap(). Better implementation of the … Continue reading

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Important Inventory Management Update

Deinscribe objects with {Quest} after being ID’d. And a fix to deinscribe.  It does not ask for a confirmation now. Quest items were given a boost in value in borg_test_stuff() so he will be more likely to ID it. Inscriptions … Continue reading

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April Updates for Zborg

More improvements for Life Realm and PASS_WALLing borg. In borg_think(), the borg needed to do his borg_notice() before borg_update() because some of his my_stat_ind[] were not being loaded on time.  This would have him believe that he had no spells … Continue reading

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March updates for Zborg

Borg will not attempt to flow to a recover grid if a tunneling monster is too close.  They tend to follow him. If flowing to a stair, the borg will consider the ‘breeder_level’ as much as ‘unique_on_level’.   This will help … Continue reading

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December Updates for Zborg

If illuminating a hallway near the edge of a panel, the borg might loop zapping the rod of light.  He will now make sure the grid 2 grids outside the light radius is on the panel. The borg will sometimes … Continue reading

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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

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