{"id":190,"date":"2011-09-14T20:09:17","date_gmt":"2011-09-15T03:09:17","guid":{"rendered":"http:\/\/www.innovapain.com\/borg\/?page_id=190"},"modified":"2011-09-14T20:09:17","modified_gmt":"2011-09-15T03:09:17","slug":"archive-of-old-changes","status":"publish","type":"page","link":"http:\/\/www.innovapain.com\/borg\/archive-of-old-changes\/","title":{"rendered":"Archive of old changes"},"content":{"rendered":"<p>August 21, 2008,\u00a0Implemented changes recommended on the Forum.<br \/>\n1) \u00a0Genociding Nasties will begin earlier (depth 25 instead<br \/>\nof depth 50). \u00a0Loosened the restrictions slightly. \u00a02) Added<br \/>\nnew borg command &#8216;C&#8217; which will log the current Nasty Count.<br \/>\nNasties are monsters that the borg would rather not fight.<br \/>\nHe genocides them if they get too numerous on a level. \u00a0By<br \/>\ndefault, the nasties are monsters with the following tokens: ZAVULWD.<br \/>\nThe borg keeps count of these monsters and when they reach a<br \/>\ncertain number on the depth, he will use Genocide to thin them out.<br \/>\nCounts are 20, 20, and 10 for the others. \u00a0I dont think the<br \/>\ncount is configured in Borg.txt but it could easily be made to do so.<br \/>\nBy default, at the beginning of every level, he automatically<br \/>\nassumes there are 25 hounds, and will Genocide Z as soon as he can.<br \/>\nAs mentioned above, he did not do this until depth 50 but will<br \/>\nnow start earlier. \u00a0The borg has been genociding hounds at the<br \/>\nbeginning of each level for years (he began doing it November 2002).<\/p>\n<p>August 20, 2008, 1) Improvements to light handles. \u00a0The borg<br \/>\nincorrectly thought that Lanterns of Brightness caused him to glow<br \/>\n(being a permanent light source) \u00a02) For years, the borg has been<br \/>\nable navigate the dungeon if he runs out of light. \u00a0He has been<br \/>\nable to cast Call Light if he found himself on a glowing grid, which<br \/>\nwould help him illuminate the halls, every few steps, as he moved<br \/>\nthrough them. \u00a0Of course, he could not cast the Call Light spell<br \/>\nunless he were on a glowing grid. \u00a0I just added a feature which<br \/>\nwill allow him to use his remaining few turns of light to Call Light so<br \/>\nhe had a glowing grid to start on. \u00a0The major drag with this<br \/>\nLight-as-you-go technique is that it uses a lot of food due to all the<br \/>\nresting to regain mana. \u00a0So he will only do it if he has food to<br \/>\nspare. \u00a0Running out of light is still a very dangerous position<br \/>\nfor the borg. \u00a0He might survive the ascent while dark, but its<br \/>\nreally risky.<\/p>\n<p>August 19, 2008, 1) The borg will be a bit more<br \/>\nflexible in following out-of-sight monsters which are moving and will<br \/>\ntry to avoid creating a new\u00a0monster index for the same monster.<br \/>\n2) Borg will attempt to rest on a single grid to avoid the<br \/>\nsituation wherein the borg is two grids away from a monster and when<br \/>\nthe borg moves 1 grid to close the distance, the monster gets a free<br \/>\nhit on the borg. \u00a0This is a bit tricky to do correctly; several<br \/>\nthings are involved including the borg-monster speed differential.<\/p>\n<p>August<br \/>\n18, 2008, 1) Repairs to the borg targetting PASS_WALL<br \/>\nmonsters who sit in a wall. \u00a02) The spell Detect Invis is no<br \/>\nlonger a timed event. \u00a0The borg needed to be told so. \u00a0Was<br \/>\nthis game change listed in any change log? \u00a0This type of spell<br \/>\nchange is important for the borg and I am surprised I didn&#8217;t catch it<br \/>\nin a log. 3) Improvements to how the borg uses wands:\u00a0 he will be<br \/>\nmore careful about wasting charges and hold onto certain wands (MM,<br \/>\nStinking Cloud). \u00a04) Low level borgs tend to waste a lot of ?WoR<br \/>\nwhile on depth 1 avoiding Scaryguys. \u00a0The borg will be allowed to<br \/>\nuse the borg_desperate functions to find stairs.<\/p>\n<p>August 11, 2008, 1) The distribution files did not seem to<br \/>\nwork on computers that did not have M$ Visual Studio 2008 installed.<br \/>\nThere is a well known issue with VS2008, producing executable<br \/>\nfiles requiring a special non-default dll to be installed on the target<br \/>\nmachine. \u00a0I have modified the solution to link directly to the<br \/>\nneeded parts of the dll. 2) Borg will cast the Detection type spells a<br \/>\nbit less frequently. \u00a0This will help the low level guys save some<br \/>\nmana and keep him from the rest-regain mana-cast spell-rest again-loop.<br \/>\n3) borg wills reset their flow and movement goals after<br \/>\nstrategically backing away from a monster. \u00a0This will force him to<br \/>\nreevaluate the danger and value of the grids. \u00a04) The borg will be<br \/>\nless likely to rest to mana recoop right after casting certain<br \/>\nprepatory\/defence spells.<\/p>\n<p>August 8, 2008, 1) The problem with the borg not buying<br \/>\ntorches to refuel his\u00a0Torch is Brightness is solved.<\/p>\n<p>August<br \/>\n7, 2008, 1) Some changes to the game code when upgrading from<br \/>\nA to B\u00a0modified the store purchasing keys. \u00a0These<br \/>\nchanges are<br \/>\nnow addressed in this borg. \u00a0So that basically means that this<br \/>\nrelease will not work on 309a due to the shopping changes. \u00a0If<br \/>\nyou<br \/>\nreally want to, you can get this source code to work by editing borg1.c<br \/>\nat line 454. \u00a0It is commented for you. \u00a0If you<br \/>\nattempt to use<br \/>\nany prior borg on 309b, there will be some serious problems with<br \/>\npurchasing wares from the store and shops. \u00a02) The borg is<br \/>\nhaving<br \/>\nsome goofy issues relating to buying torches and running out of light.<br \/>\nThis is a new weirdness. \u00a0I have only seen him do it<br \/>\nwith<br \/>\nTorches of Brightness. \u00a0I strongly suspect he is not buying<br \/>\nnormal<br \/>\ntorches to refuel the Brightness torch due to a problem with him<br \/>\nthinking the new torch will replace the Brightness one, giving him less<br \/>\npower. \u00a0I will track it down and fix it in the next days.<\/p>\n<p>August 6, 2008, 1) Updated a potential crash related to the<br \/>\nborg<br \/>\nbeing very near the edge of the dungeon border and having a large light<br \/>\nradius. \u00a02) Corrected how the borg was calculating light<br \/>\nradius<br \/>\nfrom artifacts. \u00a0This did\u00a0cause bad behavior related<br \/>\nto using<br \/>\nLight Beam to illuminate hallways for locating unseen monsters. 3)<br \/>\nImproved how the borg will illuminate hallways looking for<br \/>\nunseen<br \/>\nmonsters. \u00a0Unseen monsters are those who hide in the dark and<br \/>\nuse<br \/>\nranged attacks. \u00a0The borg is aware of these attacks and<br \/>\nattempts<br \/>\nto light up the hallways to reveal the monster in order to ID it and<br \/>\ncalculate an attack strategy.<\/p>\n<p>August 5, 2008, Updated the webpage. \u00a0Updated the<br \/>\nZborg.<br \/>\nIt had been about 4 years since I looked at that code.<br \/>\nI<br \/>\ngot it up and running under VS2008. \u00a0Fixed a crash error.<\/p>\n<p>March 1, 2008, 1) The borg could miscalculate the benefit of<br \/>\nusing Teleport Other if he were fighting only a single guy.<\/p>\n<p>February 27, 2008, 1) Updated the 309 borg. \u00a0If the<br \/>\noption to<br \/>\nremember torch-lit grids was on, then the borg believed that those<br \/>\ngrids were glowing grids and would get stuck \u00a0if he ran out of<br \/>\ntorch\/lantern light. \u00a0 This lead to a few starvation deaths.<br \/>\nIt&#8217;s now corrected, that option can be set either way.<\/p>\n<p>February 20, 2008, Major fixes today. \u00a01) When the<br \/>\nborg was<br \/>\nrespawning (rerolling a<br \/>\ncharacter after one dies) the startup equipment included torches with 0<br \/>\nturns. \u00a0Prior to 309, the Pval of the torch determined the<br \/>\nturns<br \/>\nof light remaining. \u00a0In 309, it is the Timeout. \u00a0This<br \/>\nis now<br \/>\ncorrected. \u00a02) Significantly improved how the borg calculates<br \/>\ndamage to and fear of compromised (sleeping, confused, slow) monsters.<br \/>\nThis will allow him to use the wands of slow\/sleep, etc.<br \/>\nPreviously, he would very rarely use those things eventhough<br \/>\nhe<br \/>\nknew how. \u00a03) \u00a0Removed some old 3.0.5 references to<br \/>\nclean the<br \/>\ncode. \u00a04) \u00a0Improved how the borg will use the defence<br \/>\nand<br \/>\nperma maneuvers for Bless. \u00a0This made a huge improvement for<br \/>\nhis<br \/>\nmana in the very early game. \u00a05) \u00a0Improved how very<br \/>\nlow level<br \/>\nborgs will explore the dungeon and stay close to the stairs.<br \/>\nPreviously, he would return to town after a short exploration<br \/>\nof<br \/>\nthe dungeon (usually just one hallway). \u00a0The problem is the<br \/>\ntown<br \/>\nis a very dangerous place with no exp reward for that risk exposure.<br \/>\nHe will now return to town less frequently and explore the<br \/>\ndungeon a little more efficiently while still staying close to the<br \/>\nstairs. \u00a0Staying next to the stairs is a good idea so he can<br \/>\nmake<br \/>\na prompt escape from Grip\/Fang\/Jackals, etc. \u00a0Basically he<br \/>\nwill<br \/>\nexplore more than just one hall.\u00a0 6) \u00a0The borg will<br \/>\nnow clear<br \/>\nhis flow codes when a monster changes his sleep state. \u00a0This<br \/>\nwill<br \/>\nallow him to abort his flee attempts and attack a monster which has<br \/>\njust been put to sleep.<\/p>\n<p>February 19th, 2008, 1) Because the General Store no longer<br \/>\nbuys<br \/>\ntorches or cloaks, the borg is filling his inventory with them.<br \/>\nThe torches are useful, but the way he was sorting them, he<br \/>\nprefered higher pvalue torches (3000 turns) over used ones (~500 turns)<br \/>\nand would refuel his torch with the higher pval ones. \u00a0I<br \/>\ncorrected<br \/>\nhow he sorts for them and will now prefere the shorter stacks over<br \/>\nhigher pval. \u00a0This will keep him from filling up his inventory<br \/>\nwith a bunch of used torches. \u00a02) \u00a0I will sell cloaks<br \/>\nto the<br \/>\nBlack Market for the same reason as above. \u00a03) added a<br \/>\nborg_verbose flag to borg.txt which will cut back on how many reports<br \/>\nare sent to the log. (Cuts back on all the parsing messages making the<br \/>\nlog much easier for noobs to read.)<\/p>\n<p>February 17th, 2008, 1) Slight tweak on strategic Backing Up,<br \/>\nwhich<br \/>\nwill allow the borg to step back into a hall or other safe place to<br \/>\navoid being surrounded and such. \u00a0The restrictions were<br \/>\nloosened<br \/>\nso the borg will be more likely to do this.<\/p>\n<p>February 16th 2008, 1) Bless is more likely to be cast for low<br \/>\nlevel<br \/>\nguys. \u00a02) If fleeing the level from a scaryguy and a monster<br \/>\nis<br \/>\nadjacent, he will attempt to attack that guy. \u00a0He keeps dying<br \/>\nto<br \/>\nbats and really easy guys. \u00a03) Some improvements to the<br \/>\ncritical<br \/>\nPhase Door attempts. \u00a0Borgs with several ?PD would rather<br \/>\nfight in<br \/>\na suicide fight rather than even attempt the phase.<\/p>\n<p>February 9th, 2008, 1) Slight correction to how the borg store<br \/>\nthe<br \/>\narray of runes of protection. \u00a02) the borg will no longer cast<br \/>\nRune of Protection (Glyph) in anti-summon corridors. \u00a0He was<br \/>\nusing<br \/>\ntoo much mana doing this. \u00a03) Another slight fix to the 309<br \/>\nborg.<br \/>\nDecember 14, 2007, 1) Had to repair the 309 borg. \u00a0It<br \/>\nis still not perfect but it does run. \u00a0There was an issue with<br \/>\nTorches of Brightness and the borg thinking that he was glowing.<\/p>\n<p>October 26, 2007 1) I have been working daily on the 3.0.9<br \/>\nversion<br \/>\nborg. \u00a0There have been quite a few issues to address.<br \/>\nThe<br \/>\nborg is running and is mostly stable. \u00a0I find little bugs<br \/>\nevery<br \/>\nfew days. \u00a0Today, I found that the message for failed glyph<br \/>\ncreation changed. \u00a0So I had to make that correction.<br \/>\nLittle<br \/>\nthings like that pop up. \u00a0It is stable enough to send out for<br \/>\nbeta<br \/>\nwork. \u00a0I find some unhooks after shopping. \u00a0You can<br \/>\nfind a<br \/>\ncopy of the borg source code and the necessary game code changes <a href=\"http:\/\/itctel.com\/apwhite\/download\/309borg.zip\">here<\/a>.<br \/>\nI am pretty sure I included all the game files that were<br \/>\naltered.<br \/>\nIf the borg won&#8217;t compile, drop me a line so I can fix that<br \/>\nzip<br \/>\nfile. \u00a0 \u00a02) I added some better handling for *Heal*<br \/>\nand Life<br \/>\npotions. \u00a0He will be more careful about storing potions in the<br \/>\nhome rather than carrying them around and running the risk of getting<br \/>\nthem shattered by cold attacks. \u00a03) Correction to how the borg<br \/>\ndeals with a glyph creation in an anti-summoning corridor. \u00a04)<br \/>\nSome work on getting the borg to run under a big screen (wider than 80<br \/>\ncolumns).<\/p>\n<p>Sept 28, 2007, 1) Corrected a bug which could cause the game<br \/>\nto<br \/>\ncrash while fighting Morgoth. 2) \u00a0The mage spell of Rift<br \/>\nneeded to<br \/>\nbe defined as a beam, had been a bolt. 3) \u00a0Shooting into grids<br \/>\nthat contained the borg_invis feature need some corrections for<br \/>\npass_wall ghosts. \u00a04) Placing a possible wall under a<br \/>\npass_wall<br \/>\nghost if the borg shoots and misses a pain response. \u00a05)<br \/>\nLeave_level() has some changes to make him want to stay on<br \/>\nlevel<br \/>\n100 longer. \u00a06) \u00a0Minor repair to how the borg will<br \/>\nrest if he<br \/>\nis in a sea of runes waiting for Morgoth. \u00a07) \u00a0The<br \/>\nborg&#8217;s<br \/>\nself-defined money scumming limit is now 85k. \u00a0I have a<br \/>\nmachine<br \/>\nwith him scumming to get $334,000. \u00a0He has been there for 2<br \/>\nweeks<br \/>\nalready. \u00a08) Rewrite to the banish nasties defence routine in<br \/>\nborg6.c. \u00a0This routine will count the number of certain<br \/>\nmonsters<br \/>\nand bast Banishment on them if they get too numerous on a level.<br \/>\nI modified it to make it much easier to expand the list and<br \/>\nmodify its usage. 9) \u00a0Mass Banishment scrolls are collected<br \/>\nand<br \/>\nstored in the home better. \u00a010) Interestingly, the borg was<br \/>\ndoing<br \/>\nsome interesting behavior. \u00a0He would stay on\u00a0depth<br \/>\n99,<br \/>\ncollecting *Heal* potions, as expected, and storing some in his home.<br \/>\nAs soon as his *Heal* potion goal is met (adding the personal<br \/>\nsupply and home supply), he would dive to 100. \u00a0The problem<br \/>\nis, he<br \/>\nwould dive right then, instead of returning to his home and gathering<br \/>\nup all his stored items. \u00a0He will now return home first, to<br \/>\ngather<br \/>\nhis gear before driving. \u00a0There were a few changes to the<br \/>\nborg.txt, so its a good idea to replace yours (or set the Dynamic Calcs<br \/>\noff).<\/p>\n<p>Sept 21, 2007, 1) There had been a very elusive bug were the<br \/>\nborg at<br \/>\ndepth 99 would literally get naked in the dungeon, taking off all his<br \/>\nstuff and throwing it on the ground. \u00a0He would usually pick it<br \/>\nback up again, but not always. \u00a0He would sometimes trade out<br \/>\nhis<br \/>\nnice gear (like Ringil) for an {excellent} weapon. \u00a0I have<br \/>\nseen<br \/>\nthe borg after this event but never caught him in the act. \u00a0I<br \/>\nreceived a savefile with this behavior in full swing. \u00a0With<br \/>\nthe<br \/>\nhelp of the savefile, I think I was able to identify and correct the<br \/>\nerror.<\/p>\n<p>Sept 20, 2007, 1) Repaired a potential \u00a0bug in how<br \/>\nthe borg<br \/>\ntracks the glyphs. \u00a0It was causing crashes in some battles<br \/>\nwith<br \/>\nMorgoth. \u00a02) \u00a0Major improvement in anti equipment<br \/>\nloops.<br \/>\nThere had been a persistant 3-way armor bug with Belegonnon,<br \/>\nThalkettoth, and Isildur. \u00a0I now have the borg tracking the<br \/>\nartifacts he wears and will forbid him from rewearing an artifact which<br \/>\nhad recently been removed. \u00a0This will not effect the swapping<br \/>\nof<br \/>\narmor or weapons from the Swap routine which is designed to help him<br \/>\nwear a backup item. \u00a0You will still see him swap a tiny bit<br \/>\nwith<br \/>\nrespect to the Best Combo routine.<\/p>\n<p>Sept 19, 2007, 1) Repaired a swapping loop at the house.<br \/>\nThis<br \/>\none involved swapping staves. \u00a0He still loops a little but not<br \/>\nnearly as much. \u00a0I fear this change may adversely impact his<br \/>\nfood<br \/>\npurchase ability. \u00a0Keep an eye out for an increase in<br \/>\nstarvations.<br \/>\nThis repair will significantly improve his turn count.<br \/>\nHe<br \/>\nwould previously flee town in a swap loop. \u00a0That flee would<br \/>\ntake<br \/>\nhim to depth 1 for a while then return to town and swap again.<br \/>\nThis will help reduce the time on depth 1. \u00a02)<br \/>\nMade a<br \/>\nmajor bug fix on the money scumming for the botg. \u00a0He kept<br \/>\nbuying<br \/>\nstuff instead of saving all his money for the scum item. \u00a0This<br \/>\nshould help reduce the number of rounds he spends scumming.<\/p>\n<p>April 9, 2007, 1) Borg will no longer attempt those emergency<br \/>\nteleport spells if clevel &gt;10. \u00a02) Borg will have an<br \/>\nextra<br \/>\ncheck on using the EZ_Heal potions. \u00a03) There is still one<br \/>\nmore<br \/>\n3-way armor swap that needs to be fixed. \u00a0I have a save file<br \/>\ndemonstrating the bug. \u00a0I will work on it over the next week.<br \/>\n4) A few winners were submitted.<\/p>\n<p>April 8, 2007, 1) More improvements to the borg resting to<br \/>\nrecover<br \/>\nhis mana points. \u00a02) Another repair to equipment swaps.<br \/>\nThe<br \/>\nmost likely 3-way armor swaps include Rohirrim. \u00a03)<br \/>\nImprovement to<br \/>\nthe use of Sanctuary spell. \u00a04) Improvement to use of<br \/>\nmissile\/ball<\/p>\n<p>attacks to Pass Wall monsters while they are in a wall (Dreads, etc) 5)<br \/>\nOffset attacks that only do 1 damage are less likely.<br \/>\n6)<br \/>\nSome monsters have immunities which, in the game, reduce the damage by<br \/>\n90%. \u00a0The borg would previously make this exact calculation<br \/>\nwhich<br \/>\noften permitted the borg to use an expensive spell and only do 10%<br \/>\ndamage. \u00a0The damage is now reduced to zero which should save<br \/>\nhim<br \/>\nsome mana. \u00a0This was often seen as the borg using offset<br \/>\nattacks<br \/>\n(usually poison ball) on a never_move monster. \u00a0While the borg<br \/>\nrested to regain his mana, the monster would typically heal up.<br \/>\nIf any of this behavior is seen following this update, send<br \/>\nme<br \/>\nthe savefile while the borg is doing it.<\/p>\n<p>Feb 23, 2007.\u00a01) Borg will be slightly more likely to<br \/>\nrest to<br \/>\nrecover his HP\/SP.\u00a02) Borg will reset his recall depth a<br \/>\nlittle<br \/>\nmore often especially if he is slightly out of depth \u00a0(maximal<br \/>\ndepth is about 5 deeper than what he is prepared to<br \/>\nhandle).\u00a03)<br \/>\nBorg will be slightly more likely to quaff his !Speed if fighting<br \/>\ncertain annoying uniques (Wormtongue, Orc Uniques, Bullroarer)<\/p>\n<p>Feb 11, 2007, 1) Repaired some of the Staff Buy-Sell loops.<br \/>\nThese were introduced when staves stacked. \u00a02) Money<br \/>\nScumming seemed to double up some times. \u00a0Meaning, after he<br \/>\nscummed for the 20k to get the stat potion, he would purchase the<br \/>\npotion then continue to scum another 20k. \u00a0This is now<br \/>\nrepaired.<\/p>\n<p>October 7, 2006, 1) Borg was having problems counting charges<br \/>\nin his staff stacks.<\/p>\n<p>July 15, 2006, 1) Sometimes the borg would cast Create Door in<br \/>\ntown<br \/>\nwhich could leave him trapped in the ring of doors and he did not<br \/>\nunderstand how to open them. \u00a0That is now repaired.<\/p>\n<p>July 11, 2006, 1) Found and corrected one source of<br \/>\nshop-loops. If<br \/>\nthe borg was in rough shape upon returning from the dungeon, he might<br \/>\ndecide to buy something and sell something in the same turn.<\/p>\n<p>July 8, 2006, 1) Some fine tuning to the sea of runes<br \/>\ntechnique. 2)<br \/>\nDo not use Teleport Level Defence maneuver if Morgoth is on the level.<br \/>\n3) Log the reason why the borg is looking for up-stairs. 4) I used a<br \/>\nsavefile of a mage at depth 100 to kill Morgoth about 10 times. There<br \/>\nwere only a few instances were he was getting whipped. I will try to<br \/>\nresolve those this month.<\/p>\n<p>July 6, 2006, 1) Some borgs (Paladins and Priests with &lt; 650 HP<br \/>\nand valid Heal spells) were trying to Questor Combat Heal while in<br \/>\ntown. 2) Borg Perma skills need not be cast in shallow depths, nor<br \/>\nshould the high level borgs need to Lunal (stair) scum while shallow.<br \/>\n3) Borg.txt is updated to set the borg_self_lunal = FALSE. Self_lunal<br \/>\nmode was actually taking more turns to dive than looking for the stairs.<\/p>\n<p>June 28, 2006, 1) I think I fixed that crash issue with low level borgs<br \/>\nin the dungeon.<\/p>\n<p>April 24, 2006, 1) It was possible for the borg to unhook on<br \/>\nlevel<br \/>\n100 if he ran out of mana while making a sea of runes. 2) The borg<br \/>\nneeded to not do his Restock() checks while in town.<\/p>\n<p>February 17, 2006, 1) Seasoned borgs (clevel 10) were dying on<br \/>\nlevel<br \/>\n1 while trying to escape a &#8216;scary guy level.&#8217; They would choose to not<br \/>\nfight on the race to the stairs, and take hits from faster monsters. So<br \/>\nnow, if the borg is clevel &gt;= depth*4, he will stand and fight.<br \/>\n2)<br \/>\nBorg needed to be more open to the idea of using the using the<br \/>\nDestruction staves.<\/p>\n<p>February 12, 2006, 1) Borg needed a backup method to see if he<br \/>\nwas<br \/>\nstanding on stairs, so that he could use them to escape better. There<br \/>\nwere some cases of &#8216;flowing to stairs 0&#8217; which means stair was under<br \/>\nhim, but he was not able to use. 2) &#8216;Desperate for Stairs 3&#8217; allowed a<br \/>\nlow level borg in danger to continue moving to stairs instead of<br \/>\nturning to fight. The borg was being too risky and dying. 3) Slight<br \/>\ntweak on danger-escape thresholds to make the borg a bit more timid.<\/p>\n<p>Apr 7, 2004 1) Some borgs were being punished if they got ESP and had the<br \/>\nDetect Evil spell. This would have them avoid wearing anything with ESP power.<br \/>\n2) Apr 1, 1) Previously the borg would reset his goals when ever a monster or<br \/>\nobject moved. This is identified by the message &#8216;Tracking a monster from<br \/>\n(y1,x1 to y2,x2)&#8217; Once his goal was reset, he would choose another. It would<br \/>\ninduce bouncing in some spots. I have told the borg not to reset his goals if a<br \/>\nmonster moves unless he is flowing to a monster. Same for objects. This will<br \/>\nnot cause problems with monsters that are LOS. Pretty much only those seen with<br \/>\nESP. 2) Borgs with Regeneration without Slow Metabolism have a greater reward<br \/>\nfor carrying food. Should help the 1\/2 trolls. This reward has been in place<br \/>\nfor a long time, but I doubled the value from what it used to be.<\/p>\n<p>Mar 30, 1) Working copy of borg 304 is ready. Several changes needed to be<br \/>\nmade to attack routines, and especially how staff\/wands are treated. There had<br \/>\nbeen some crashes earlier when trying to buy Staff of Teleportation. Keep an<br \/>\neye on stuff and report the errors.<\/p>\n<p>Mar 28, 1) Borg will no longer inscribe food with cool names (until the<br \/>\nQuark issue is resolved). 2) The borg tries to conserve ammo and mana by not<br \/>\nusing ranged attacks against certain types of weak monsters. There is a list of<br \/>\nmonster attributes which will allow the borg to use ranged attacks. I added the<br \/>\nRBE_EAT_GOLD to that list. 3) Better protection against pickpockets including<br \/>\nchecking DEX and using PFE.<\/p>\n<p>Mar 24, 1) Borg was not moving to depth 99 because Sauron was still alive.<br \/>\nAs you might guess, that could seriously impair the borgs long term goals. 2)<br \/>\nBorg could deposit too many food items in the home. 3) Borg can still (rarely)<br \/>\noverflow when hallucinating. So he is taking steps to delete objects and<br \/>\nmonsters while hallucinating. 4) Borg was walking around with 1 ring on loose<br \/>\nfinger and none on the tight one. This setup would not allow him to consider<br \/>\nplacing a ring on the tight hand.<\/p>\n<p>Mar 18, 2004 1) Borg thought he was penalized for having light radius 4, so<br \/>\nhe would not use Light Radius items (like Sting). That is now corrected, I<br \/>\nthink. 2) Borg will now reset his recall depth if certain conditions are right.<br \/>\nThis will help him if he has max-depth of 90 and loses his ESP item forcing his<br \/>\nprep depth to be about 55. And stuff like that.<\/p>\n<p>Mar 11, 1) The recent problems with the lanterns were related to fuels and<br \/>\nnot necessarily with the choice of lantern or torch. I got them worked over<br \/>\nagain. Try this version.<\/p>\n<p>Mar 8, 1) Still messed up. I should really work on the borg when I am awake.<br \/>\nThe borg was not replacing torches with lanterns. Replace the borg.txt entries:<\/p>\n<p># Light bonuses<\/p>\n<p>POWER_CLASS999_DEPTH000_RANGE000TO000_CURLITE=-3000<\/p>\n<p>POWER_CLASS999_DEPTH000_RANGE001TO001_CURLITE=500000<\/p>\n<p>POWER_CLASS999_DEPTH000_RANGE002TO002_CURLITE=550000<\/p>\n<p>POWER_CLASS999_DEPTH000_RANGE003TO099_CURLITE=580000<\/p>\n<p>Mar 6, 1) Typo in borg.txt kept the torch problem in the game. Replace the<br \/>\nborg.txt entries:<\/p>\n<p># Light bonuses<\/p>\n<p>POWER_CLASS999_DEPTH000_RANGE000TO000_CURLITE=-3000<\/p>\n<p>POWER_CLASS999_DEPTH000_RANGE001TO002_CURLITE=500000<\/p>\n<p>POWER_CLASS999_DEPTH000_RANGE003TO099_CURLITE=550000<\/p>\n<p>Mar 4, 1) Sorry I screwed up the Level 1 guys with the lights. I did not<br \/>\ntest the changes from 2 weeks ago with the low level guys. Borgs will now use<br \/>\ntorches and lanterns correctly.<\/p>\n<p>Feb 17, 1) Smoothed out the problem with borgs swapping light radius stuff.<\/p>\n<p>Feb 11, 1) Another modification to the borg_no_deeper: it uses<br \/>\nborg_prepared()<\/p>\n<p>Feb 10, 1) Borg was unhooking, and I needed to implement a new borg.txt<br \/>\nvariable (borg_no_deeper) which will allow the borg to continue to play but he<br \/>\nwill not dive deeper than the depth listed. The default of this number is 127.<br \/>\n2) Fixed the problem with overvalueing the items that increase lite radius.<\/p>\n<p>Feb 9, 1) Minor repairs update, no big deal.<\/p>\n<p>Jan 29, 1) Another fix on that ring swap-loop. I think this will be fully<br \/>\ncorrected now.<\/p>\n<p>Jan 19, 1) The ring swap deal over the past few weeks was missing the unique<br \/>\nrings, so I had to add support for them. 2) Some very goofy equipment choice<br \/>\nwere happening in deep (&gt; 98) dungeon. Fixed them by removing the<br \/>\n&#8216;SoandSoUnique is still alive&#8217; checks. Since the borg was not keeping track of<br \/>\n&gt;3 uniques after clevel 50, he does not need to check for living uniques<br \/>\nbefore diving to 100.<\/p>\n<p>Jan 14, 1) Corrected a very old restock bug. The borg looks at restock needs<br \/>\nwith a great degree of urgency. If he needs to restock on an item, he knows to<br \/>\nleave that level immediately and return to town. For a long time, the borg<br \/>\ntriggered the rs_recall if the number of recall items was less than 1. See any<br \/>\nproblems with that? How can he recall to town if he has &lt; 1 recall item?<br \/>\nThat rs_recall was moved to depth 10 and made &lt; 2. The problem (and many<br \/>\nborg deaths) is when the borg has 1 recall scroll in the dungeon and he is hit<br \/>\nwith a firebolt, burns the scroll, and he is left screwed.<\/p>\n<p>Jan 13, 1) Mage borgs were doing some Defence maneuvers before doing the<br \/>\nHealing. He needed to Heal up first if poisoned, bleeding, or confused.<\/p>\n<p>Jan 12, 1) Destruction allowed if fighting too many uniques at same time. 2)<br \/>\nIncreased bravery a lot if the borg is out of food. 3) When considering the<br \/>\nlanding zone on teleport, unknown grids were considered off limits but will now<br \/>\nbe ok to land on.<\/p>\n<p>Jan 11, 1) Sometimes the borg tried to take off cursed rings when they were<br \/>\nstill cursed. Fixed it.<\/p>\n<p>Jan 9, 1) Some swap loops were happening with rings. Made those fixes.<\/p>\n<p>Jan 1, 2004, 1) Priest spell of Banishment needed some fixes. 2) If scaryguy<br \/>\non level, borg will try to use a Speed item. 3) There was only place where the<br \/>\nborg was denied from taking downstairs if he was out of food. This needed to be<br \/>\ncorrected to match the other checks.<\/p>\n<p>Dec 30,2003, 1) Increased the penalty for using broken swords as weapons.<\/p>\n<p>Dec 29, 1) The borg was getting credit for ateleportlvl if the spell was<br \/>\n_legal_fail() instead of _okay_fail(). This was having the borg believe that he<br \/>\nhad a form of teleport and kept him from returning to town to restock.<\/p>\n<p>Dec 27, 1) Defence use of elemental rings needed to be able target<br \/>\nsomething.<\/p>\n<p>Dec 26, 1) Borgs with good HP and a Bless\/Hero\/Berserk engaged was not<br \/>\nresting to restore depleted Mana. The borg will now rest to restore that mana<br \/>\nif it is less that 1\/3 the max Mana. Some control measures are in place to keep<br \/>\nhim from casting-resting-casting while around clevel 20. 2) the borg_status<br \/>\nscreen needed a fix. The slay dragon and exterminate demons was not showing up<br \/>\ncorrectly.<\/p>\n<p>Dec 24, for some strange region, the rangers were unhooking if the Rfire<br \/>\nspell would leave his mana under 22 (reserve mana). The borg was incorrectly<br \/>\npassing the spell_okay_fail(). It may be related to a variable tromp. After a<br \/>\ncouple quick checks and recompiling the error seems gone. Let me know if it<br \/>\nreturns.<\/p>\n<p>Dec 23, 1) Mages are more likely to teleport out of a mildly dangerous room<br \/>\nif getting low on mana. And along that same vein, the reserve mana for mages<br \/>\nwas improved slightly. 2) The elemental rings will be included for attacks, and<br \/>\ndefence manuevers.<\/p>\n<p>Dec 19, 1) Repaired a potential bug with 3-way ring swapping. 2) Repaired<br \/>\nand improved the Banishment defence maneuver. The borg will scan the monsters<br \/>\nand if there is a race that contributes a lot of danger to the level, but not<br \/>\nnecessarily immediate threat, he will consider nuking them.<\/p>\n<p>Dec 18, 1) the borg_quaff_crit() needed a fix, as did the quaffing of cure<br \/>\ncrits while confused.<\/p>\n<p>Dec 16, 1) If the borg has perfect saves, rdark, and rlight, then it can<br \/>\nqualify for Rblindness. 2) Mage borgs will count and banish Wights if they get<br \/>\ntoo numerous.<\/p>\n<p>Dec 14, 1) The artifacts which grant Teleport and Phase will give only 1<br \/>\ninstead of 1000 like the other spells. 2) the curse Aggrevation will be feared<br \/>\nmore except for Mages. 3) Repaired a typo in some flowing stuff relating food. This<br \/>\nmight have contributed to some starvation deaths.<\/p>\n<p>Dec 10, 1) In borg_escape(), Teleport Level scrolls will be used before the<br \/>\nrisky staff of Teleportation. 2) The act_mana_bolt gloves are now considered in<br \/>\nthe attack types.<\/p>\n<p>Dec 8, 1) Borg shopping in the BM needed some fixes, including buying Rods<br \/>\nof Illumination if the borg does not have have source of Call Light. 2) Borg<br \/>\nneeded a slight fix in the borg.txt formulas. 3) Mages will count Liches,<br \/>\nDemons, and Angels. If they get too numerous on a level, he will Genocide them.<br \/>\nQuite similar to what he does to hounds. 4) Some speed-up issues for the borg<br \/>\nin borg_defence().<\/p>\n<p>Dec 7, Priests were not calculating the benefit of Banishment correctly (the<br \/>\nevil one, not genocide). 2) Slight modification to how a borg chooses and<br \/>\nscores his equipment choices. It may help to improve his choices. In<br \/>\nparticular, there was a problem with him prefering the Numenor helm instead of<br \/>\nDor-Lomin eventhough the Dor-Lomin granted much more power.<\/p>\n<p>Dec 4, Fixed the problem which kept some borgs from diving d\/t loss of ESP.<br \/>\n2) Several more artifact activations will be appreciated more and can qualify<br \/>\nas a good source of that spell (like WoR, Restoration, Teleport, Phase). It may<br \/>\npose a tiny problem if a borg has only the artifact as a source of Teleport.<br \/>\nBut he is also more careful to wait and recharge certain artifacts. In exchange<br \/>\nfor this risk exposure, the borg will spend far less time scumming for teleport<br \/>\nand recall.<\/p>\n<p>Dec 2, Borg will be allowed to buy Healing pots from the BM, even scum for<br \/>\nthem.<\/p>\n<p>Dec 1, 1) Borg will store Recharge items in the home. 2) Borg given a slight<br \/>\nreward for increasing his light radius.<\/p>\n<p>Nov 30, 1) Borg was stuck never believing he was ready to fight Morgoth due<br \/>\nto one of the changes on Nov 19. 2) Borg was going spastic with dark-4, dark-5.<br \/>\nIt may have been related to trying to dig rubble while hungry and weak. 3)<br \/>\nTeleport Level spell added to defence maneuvers. Used in extreme danger and<br \/>\nwhen landing grids from teleport are probably dangerous.<\/p>\n<p>Nov 28, 1) Borg will try to use a Teleport Level scroll before use a staff<br \/>\nof Destruction. 2) He will be allowed to scum the BM for them as well. 3)<br \/>\nSlight correction to Genocide to make sure there was not too much danger after<br \/>\nthe spell was cast. 4) No casting of attack spells in town while money<br \/>\nscumming, keeps mana up so starving is reduced. 5) Certain deaths from resting<br \/>\nwith the game option disturb_move have been reduced. 6) Correction to the way<br \/>\nthe &#8216;cackles evilly&#8217; was handled. 7) Problems with diving while the &#8216;need to<br \/>\nrefuel but can&#8217;t&#8217; eventhough the borg has a perma lightsource has been fixed.<br \/>\n8) A few LOS changes to help the borg be more fearful if wounded. He thought<br \/>\nsome unknown grids were walls when in fact they open and he was taking hits.<\/p>\n<p>Nov 24, 1) Reinforced the rule on no casting emergency use of attack spells<br \/>\nif several monsters are near. 2) There was a strange problem with the borg<br \/>\nwanting to flow dark-4, dark-5 immediately. He is supposed to flow dark-4 or 5<br \/>\nbut not both in the same turn. This is inducing some bounce behavior. Several<br \/>\ndeaths and starvations resulted from this. I will keep an eye out for it.<\/p>\n<p>Nov 22, 1) Borg will be allowed to scum town in order to buy the dungeon<br \/>\nspell books. 2) Earthquake is more likely to be cast if borg is fighting a<br \/>\nsummoner. 3) Borg will genocide hounds if more than 20 are on a level<br \/>\n(previously was 30). 4) The priest spell of Banish Evil was not being<br \/>\ncalculated correctly. And it will log who gets banished.<\/p>\n<p>Nov 20, 1) The goal_ignoring flags will not need to be set for farming but<br \/>\nwill continue to be set for breeder levels if recall == 0. 2) Borg will not<br \/>\nsearch spastic if near a monster. 3) Critical attempts to escape were resulting<br \/>\nin too many deaths. Now he will only do it, if his HP are 10% of his full HP. 4)<br \/>\nBorg will receive an extra bonus on number of blows from melee weapons if under<br \/>\nclevel 10. This will encourage the borg to use whips and daggers, which might<br \/>\nhelp out his fighting. 5) Teleport Other will not be cast unless the borg is<br \/>\nleft in a far less dangerous position. 6) Borg will be allowed to stack Hero<br \/>\nand Berserk, where previously he was only interested in casting one or the<br \/>\nother. He will not rest to regain mana after casting these spells. So he will<br \/>\nbe lower on mana but prepared for fights. It is too bad rangers do not get Hero<br \/>\nuntil they find book 7, otherwise that +12 tohit would be awsome. 7) I have<br \/>\nseen a lot of &#8216;frying-pan-fire&#8217; deaths with teleport lately. Any suggestions<br \/>\nwould be appreciated. I have considered and implemented a limited check on<br \/>\npossible landing zones with Teleport to check for possible damage. I have also<br \/>\nconsidered having the borg use Destruction more. But Destruction is a little<br \/>\nhard to get and keep. Other options could be more liberal use of Teleport<br \/>\nOther, Banishment, Mass Banishment.<\/p>\n<p>Nov 19, 1) Risky borgs (and clevel 50) will not be required to kill uniques<br \/>\nbefore diving. I am seriously considering removing that requirement all<br \/>\ntogether. Risky Borg Behavior is not really a suicide trip, but he is slightly<br \/>\nmore risky and not constrained by conservative guidelines. He dives faster and<br \/>\nescapes fights slightly less. I imagine if a risky borg won, he would do it in<br \/>\nabout 25% of the time a non risky borg. For more information on risky borgs<br \/>\nread the borg.txt.<\/p>\n<p>Nov 17, 1) Borg will be able to use Teleport Other on a unique if it is<br \/>\ninside of a vault. 2) Borg is encouraged explore vaults by flowing to monsters<br \/>\ninspite of some dangers.<\/p>\n<p>Nov 15, 1) The borg needed to be able to flow to the house if he and the<br \/>\ngeneral store were out of food.<\/p>\n<p>Nov 14, 1) Borg was not fleeing downstairs if he was hungry. He would flee<br \/>\n&#8216;to&#8217; the stair, but not down them. That is now repaired. 2) Minor fix to the<br \/>\nSee Invis changes yesterday; he needed to understand that the See Invis spell<br \/>\nwould not be engaged in town. 3) I got what I needed out of the level advances<br \/>\nin borg map and log files. They will be cut.<\/p>\n<p>Nov 13, 1) Willem S. gave two super recommendations which were implemented: If<br \/>\nthe borg has perfect saves then the FA req. is covered. If the borg has a good<br \/>\nspell source of See Invis then it can cover the borg&#8217;s requirement.<\/p>\n<p>Nov 11, 1) Borg was not detecting traps, walls or doors correctly. 2) Borg<br \/>\nwas deleting objects from his memory as soon as they disappeared from view (if<br \/>\na monster stepped onto it). This could induce bouncing behavior. Now the item<br \/>\nmust be missing for 3 or more turns before it is deleted from memory. Nov 10,<br \/>\nDetect Evil (although important at low level) does not need to be cast so<br \/>\nfrequently in town. 2) Borgs were allowed to flow over traps to escape scaryguy<br \/>\nlevels. But it caused more problems that it solved. So hopefully he will not<br \/>\nbounce on traps.<\/p>\n<p>Nov 9, After multiple hours and runs of GDB and about 5 Dr. Peppers, I got<br \/>\nthe problem from yesterday fixed. Eric Peters submitted some very good clues on<br \/>\nwhere I might look.<\/p>\n<p>Nov 8, Borg is having a problem with the borg_skill[] being overwritten. I<br \/>\nhave used gdb to trap the event and it looks like the calc_player_bonus() is<br \/>\ninvolved somehow. I need some help tracking down the error. You can see the<br \/>\nerror in progress if the borg is Searching while in town (must be clevel<br \/>\n&lt;=3) or if he spastic searches in town. The borg_skill[CDEPTH]<br \/>\n(borg_skill[1257]) is getting massively pounded, as are a few other<br \/>\nborg_skill[] numbers. Included with the distribution is a savefile wherein you<br \/>\ncan recreate the error. Just have the borg walk in town and you may see him<br \/>\nacting dumb. Please help track this down so we can get the borg up and running<br \/>\nagain.<\/p>\n<p>Nov 7, 1) Borg will not perform the &#8216;safe to phase&#8217; checks if he does not<br \/>\nhave a source of phase. 2) There have been some starving deaths in town which<br \/>\nare related to the borg_skill[] variable being overwritten. I am trying to<br \/>\nlocate it. You may see this if the borg gets twitchy in town or tries to flow<br \/>\nspastic in town. 3) Borg is better able to flee the level via closest stair (up<br \/>\nor down) if fleeing the level from a scaryguy. 4) Some minor changes to using<br \/>\nstairs to help ensure a good exit from the level. 5) Borg needed to know if the<br \/>\ngame option &#8216;dungeon_stair&#8217; was on or not.<\/p>\n<p>Nov 5, 1) Previously, the borg would not flow to certain grids if the danger<br \/>\nwas greater than 1\/3 his HP, but some other grids had varying danger thresholds<br \/>\nwhich would allow him to be more brave under certain circumstances. I have<br \/>\nequalized all the formula so that the borg can move more efficiently. 2) The<br \/>\nborg will no longer overflow on messages when paralyzed. 3) The borg will keep<br \/>\ntrack of closed doors while he is under clevel 5. If a door opens in the<br \/>\ndungeon from a monster, the borg will consider that a scaryguy is on the level<br \/>\nand will quickly flee. This will allow the borg to get advanced knowledge that<br \/>\na monster is approaching. 4) Slight modifications to scaryguys. 5) Borg will<br \/>\nreport in the .map file if it is daytime in town. (Will help with collecting<br \/>\ndata on town deaths). 6) Borg will not back-up as a retreat if a scaryguy is on<br \/>\nthe level. Hopefully, he will plow through monsters and head straight to the<br \/>\nstairs.<\/p>\n<p>Oct 29, 1) Retreating and Backing-Up were modified to make sure it is a<br \/>\nclear reward for the borg. Too often as he would back up 4 or 5 steps, he would<br \/>\ntake hits in the process and get his HP wittled down. 2) Flow patterns and icky<br \/>\ngrids (scary grids due to monsters) will be re-evaluated each round if there is<br \/>\na scary guy on the level (using the danger_wipe). Also, the borg will be<br \/>\nallowed to flow through dangerous grids in the process of finding an escape<br \/>\nroute. This slows the borg down a tiny bit, but helps the borg to escape levels<br \/>\nwith breeding worms and mice, and decreases the starvation deaths. 3) The perma<br \/>\nspell Bless has been changed to the Bless spell to allow low level priests and<br \/>\npaladins to use it (previously it was the Prayer spell from book. Having a<br \/>\npriest walk around the dungeon with a free +10 to hit might make a differece<br \/>\nfor them. 4) Repaired a bug which could allow the borg to recall down into the<br \/>\ndungeon from town when leaving the town if he had nothing to sell.<\/p>\n<p>Oct 27, 1) Starving borgs will be able to flow through dangerous grids and<br \/>\nwill not flow to kills. Hopefully he will flow to stairs more instead of<br \/>\nstarving.<\/p>\n<p>Oct 25, 1) Repaired a spell address bug on defence spell of Destruction. 2)<br \/>\nRepaired a bug which was which causing the borgskill[] to be overwritten. The<br \/>\nbug was manifesting on my machine as the borg trying to not reset his recall<br \/>\ndepth while recalling from town.<\/p>\n<p>Oct 22, 1) Sometimes, if the borg is wielding the artifact diggers, he will<br \/>\nnot want to buy or sell stuff in town.<\/p>\n<p>Oct 20, 1) The borg will create a Sea of Runes to attack and kill Morgoth. I<br \/>\nhave tested this routine about 35 times with Mages. It works great. I have not<br \/>\nfully tested it with Priests. 2) Borg will wait to enchant and brand bolts,<br \/>\navoiding having 3 stacks of 5 bolts with varying enchants and brands. 3) Borg<br \/>\nwill be careful when using Chaos spells which can polymorph almost dead<br \/>\nmonsters, making new ones with perfect health. 4) Limited the use of<br \/>\nShootNScoot on monsters easily killable. 5) Repaired a possible crash with<br \/>\nflowing spastic. 6) Reduced the amount of time a borg will spend in town if low<br \/>\nlevel. The BSV, SER, &amp; MLM were kicking his trash. So the borg will no<br \/>\nlonger be required to visit all shops (skips BM, Home, Magic Shop if not mage)<br \/>\nprior to doing his shopping. Also, if the borg has no money and only a few<br \/>\nthings to sell, he will not be required to visit all shops before he can leave<br \/>\ntown.<\/p>\n<p>Oct 2, 1) Altered the way the borg will count up sellable items in inventory<br \/>\nso that he will stay in the dungeon longer. 2) Increased the radius that the<br \/>\nborg will search for monsters who generated a message. This will reduce the<br \/>\nnumber of &#8216;Unable to located monster&#8217; messages.<\/p>\n<p>Oct 1, 1) Repaired a spell address typo for num_ID. and Sanctuary. 2) Clevel<br \/>\n50 borgs have slightly more bravery when it comes to establishing flow<br \/>\npatterns. 3) Critical phase not done in town. 4) Borg will consider using<br \/>\nDestruction instead of Teleport on certain situations. He will attempt to avoid<br \/>\nthe frying-pan-fire deaths by estimating the number of safe landing zones for<br \/>\nTeleport and not Teleporting if there are too many dangerous ones.<\/p>\n<p>Sept 23, 1) Borg will log when he gets to depth 100. 2) Applied a submitted<br \/>\npatch to repair the ^z$ crash. 3) Borg will not use ShootN&#8217;Scoot against<br \/>\nmonsters who pass_wall or kill_wall.<\/p>\n<p>Sept 22, 1) Borg will be allowed to buy more items from the black market<br \/>\n(certain rods like healing, speed, recall). I am trying allowing the borg to<br \/>\nmoney scum town in order to buy these special rods. Problem is, the warrior<br \/>\nborgs will run out of stored food and the town will run low on food if he<br \/>\nspends several thousand turns resting in town to mug drunks. But the warriors<br \/>\nwill benefit most from having these rods. So I am thinking about having the<br \/>\nwarrior borg store 500 rations in town in order to store. So report any<br \/>\nineffecient behavior related to this.<\/p>\n<p>Sept 21, 1) Applied a fix for reported level bouncing related to checking<br \/>\nfor living uniques. I have not seen the bug myself. 2) Borg will not note money<br \/>\nscumming stuff in the log if he has more money than needed and does not<br \/>\nactually have to scum the town for more. He will also not note the advancement<br \/>\nto a level if he is gaining it back after being drained. 3) Teleport Other was<br \/>\nstill acting goofy, another repair.<\/p>\n<p>Sept 18, 1) Another correction to underestimating danger. 2) Before spastic<br \/>\nsearching for secret doors, borg will attempt to cast Detection spells. 3) Borg<br \/>\nwill log when he finds the Phial.<\/p>\n<p>Sept 10, Minor fixes to the borg restock and depth preparedness relating to<br \/>\nhealing potions.<\/p>\n<p>Sept 5, The borg will try to head straight to the General Store to buy a<br \/>\nlantern (as opposed to having to check each shop first before making any<br \/>\npurchase). The borg will leave level one very quickly if he had to flee the<br \/>\ntown level quickly. These two changes will help the borg to get a lantern early<br \/>\non which help him greatly to avoid early monster death.<\/p>\n<p>Sept 3, The borg will keep a short log of events. He will record the turn<br \/>\nnumber for level advancements and when he uses the money-scumming routines.<\/p>\n<p>August 31, Repaired a bug that kept the borg from finalizing his town scum<br \/>\npurchase. A new borg cheat command was added (^zr) will restock the stores.<br \/>\nThis is useful for debugging shop behavior.<\/p>\n<p>August 29, Minor repair to the modifications in yesterdays twitchy fix.<\/p>\n<p>August 28, 1) Previously, the borg would not return to town to restock if a<br \/>\nunique was on the level. That is now lifted. Restock means he is seriously low<br \/>\non gear and must get back to town. 2) Storing food at home is now graded so<br \/>\nthat a level 5 borg won&#8217;t spend all his money to get 99 food rations in the<br \/>\nhome. Cut offs are at clevel 15, and 35. Fuel is also handled this way. 3)<br \/>\nBreeder levels will trigger the goal_fleeing now instead of goal_leaving. 4) If<br \/>\nthe borg gets to the Level 3 Twitchy and Boosted Bravery, multiple factors of<br \/>\nthe level are &#8216;forgotten&#8217; which will have him relearn important things.<\/p>\n<p>August 25, 1) Various improvements to how the borg will use Detect Evil.<br \/>\nWill greatly reduce the deaths from town scary guys. 2) The borg may use ranged<br \/>\nattacks against mice and worms even though they are scaryguys.<\/p>\n<p>August 23, 1) Low level borgs (clevel &lt; 10) will use some of the<br \/>\nborg_worship_gold behaviors to improve cash flow early in the game. 2) I made<br \/>\nthe shootNscoot behavior smarter for Rogues and Warriors. 3) No flowing to<br \/>\nitems if a scaryguy on level.<\/p>\n<p>August 22, 1) The borg will not be allowed to swap out certain resistances<br \/>\nthinking it is an improvement. 2) The borg will not add the regional fear<br \/>\ninduced from multiple monsters if he has been sitting on the panel for too<br \/>\nlong. 3) With respect to using recall items, the borg has used certain<br \/>\nfail-rate checks to determine which will be the most successful type. I have<br \/>\nremoved the fail-rate check for Rods of Recall used in the activation check.<br \/>\nBut it will remain for counting spells. Meaning, the borg will not count the<br \/>\nRod of Recall as a reliable type of recall unless he can reasonably succeed.<br \/>\nHowever, if he has one in inventory, he will try it when needing to recall. I<br \/>\nam hoping this change will fix the starvation-recall issues which crept in with<br \/>\nthe 3.0.3 update.<\/p>\n<p>August 21, Repaired a problem with the Lunal Mode not diving.<\/p>\n<p>August 11, Repaired that bug which caused the borg to unhook after casting<br \/>\ncertain defence manuevers.<\/p>\n<p>July 29, Borg will store fuel in the house until he gets an artifact lite.<br \/>\nThe town has run out of fuel a few times the borg has freeked out. He will be<br \/>\nneeding an extra supply.<\/p>\n<p>July 23, Borg will now recall to town quicker if he needs to restock. This<br \/>\nwill slow the borg down as he burns his recall scrolls. The low level borgs<br \/>\nwill not flow to dark-5 too far. This will keep him from pacing back and forth<br \/>\nwhile &lt; clevel 5. Mage borgs will consider Teleport Other on a unique which<br \/>\nis adjacent to him. I had to fix some very stupid behavior involving the<br \/>\nShootN&#8217;Scoot behavior. Lastly, the borg is still misIDing monsters as items<br \/>\n(thinks the monster is a wooden torch instead of a Drolem, etc). I have no idea<br \/>\nwhy it is happening. It started with 303. If anyone finds pattern to it, let me<br \/>\nknow.<\/p>\n<p>July 11, Completely reworked the Teleport Other spell. Previously the borg<br \/>\nwould calculate the danger of each monster in the beam-path then add them all<br \/>\nup. Unfortunately, the way borg_danger() works, this made frequent mistakes and<br \/>\nhe would cast TO and leave himself in danger. Now the borg will keep a list of<br \/>\nall the monsters in the beam path then calculate the danger once but it will<br \/>\nskip each of the monsters in that list.<\/p>\n<p>July 4, Borg will assume traps are adjacent to him and will use Detect Trap<br \/>\nif any monster &#8220;cackles evilly.&#8221; The danger of the monster listed in<br \/>\nthe Teleport Other spell path is displayed.<\/p>\n<p>July 2, Teleport Other spell will create a log of the beam pathway to see<br \/>\nwhat monsters the borg thinks will be included. This will help me in debugging<br \/>\nand improving the use of this spell. Teleport Other has been modified: the borg<br \/>\nwill consider it at a lower danger threshold than before, and will consider it<br \/>\nif he is fighting more than 2 uniques at one time. He will be allowed to<br \/>\nTeleport Away a unique if that unique is causing more danger than the borg has<br \/>\nHP (30% more) or if fighting more than one unique. Lastly the Teleport Other<br \/>\nspell has been turned back into a beam for the borg. He had been considering it<br \/>\nas a bolt so that only the most dangerous monster would be sent away. As a<br \/>\nbeam, he can more correctly consider the best target to get multiple monsters<br \/>\nand the most dangerous line-up.<\/p>\n<p>June 25 2003, Repaired a mistake which would result in the borg ignoring<br \/>\nregional fear from unseen monsters. Mage borgs will be allowed to melee in town<br \/>\ninstead of always resting to restore mana. Improved the way in which the borg<br \/>\nwill consider the use of Emergency Magic Missiles (he tends to faint and die<br \/>\ntoo much). Offset attacks that do only 1 point of damage are now forbidden.<br \/>\nLevel 50 borgs have the regional fear induced from multiple monsters in a<br \/>\nconfined area cut significantly, this will make them a bit more brave.<\/p>\n<p>May 10, Fixed a targetting error which would keep the borg from using offset<br \/>\ntargetting with bolts. (Aiming beyond the target.) Added a check to see that<br \/>\nthe borg was not using mana expensive spells to do little damage. Greatly<br \/>\nimproved the likelyhood that a borg would attempt a shot over an unknown grid<br \/>\nto hit a monster. Also, I made some repairs to how the borg can crush items<br \/>\nwhich slow him down.<\/p>\n<p>May 8, Few details added to some borg comments in the log to make it easier<br \/>\nfor others to see what the borg is thinking. Making sure that floor grids are<br \/>\nbeing placed under non-pass wall monsters (some never_move monsters kept there<br \/>\nfeat_invis grid which kept the borg from using offset targetting).<\/p>\n<p>May 7, Fixed the buggy behavior and spinning introduced by the Player Ghost<br \/>\nfix from two days ago.<\/p>\n<p>May 5, Fixed the Player Ghost assumption when the borgs equipment was not<br \/>\naffected by an attack.<\/p>\n<p>Improvements and modifications to how scary guys are handled.<\/p>\n<p>Improved searching while walking functions (careful not to search if close to<br \/>\nmonsters or scaryguys).<\/p>\n<p>April 20, Fixed the bashing door problem. Tracking down the problem with the<br \/>\nFlasks of Oil not being tracked correctly which is leading to their recreation<br \/>\neach turn.<\/p>\n<p>March 31, Borg will be rewarded more for storing WoR in the home. Warrior<br \/>\nborgs will not carry the resist heat\/cold potions if they are immune.<\/p>\n<p>March 18, Improvement on how the borg will collect Phase Door scrolls. Borg<br \/>\nwill have increased rewared for getting CSW Potions if he can not find CCW. The<br \/>\nradius of the fear monsters is decreased from 7 grids to 6.<\/p>\n<p>March 17, The borg will now hustle down if he is playing too shallow.<br \/>\nExample: If the borg is maxdepth set at 81 but prepared to 25 due to Teleport<br \/>\nrestrictions, he will walk from town down to 25. But he takes his sweet time<br \/>\nand explores each level completely. Now the borg will dive very quickly until<br \/>\nhe is within 5 dlevels of the prepared depth.<\/p>\n<p>March 16, I fixed the &#8216;boy, I love to carry 300 pebbles around&#8217; bug<\/p>\n<p>March 13, Repair to a few typos in the most recent borg.txt.<\/p>\n<p>ShootN&#8217;Scoot should not have been engaged if the borg approaches a never_move<br \/>\nmonster.<\/p>\n<p>Correction to the extremely long line in the.map file.<\/p>\n<p>March 12, Yesterday&#8217;s archive was not uploaded correctly.<\/p>\n<p>March 11, To help the borg not get slowed down by having to carry so much<br \/>\nstuff, the number of certain items required by the borg will be decreased until<br \/>\nthe borg reaches strength 15. Those items include: ID scrolls, flasks of oil,<br \/>\nmissiles, 2nd copy of spell books, recall scrolls, and teleports. I finally<br \/>\nnoticed the reported bug with the Grey Mushroom Patch. The borg thinks it is a<br \/>\nwooden torch. I hope to fix this in a day or two. Are there any other types of<br \/>\nmonsters that do this?<\/p>\n<p>March 10, Reliable Phase Door spells and Blink spells count towards<br \/>\namt_phase.<\/p>\n<p>March 9, Jammed doors were not being &#8216;B&#8217;ashed correctly.<\/p>\n<p>I increased the AUTO_TEMP_MAX to 9000 to match the AUTO_VIEW_MAX. There was a<br \/>\nbug report related to Big Screen and this may be the problem. I do not use Big Screen<br \/>\nso I have not seen any bugs.<\/p>\n<p>Sometimes after reading an Unknown Scroll or Unknown Staff, he can get stuck in<br \/>\na loop (if the unknown is an ID)<\/p>\n<p>March 8, Repaired some reported crashes. I have not seen the crashes, but I<br \/>\nsuspect they were related to the zone fear induced by monsters. I also altered<br \/>\nthe ^z$ stuff. I hope I fixed that crash.<\/p>\n<p>March 1, A new level a grid danger is added. The borg will add a little bit<br \/>\nof fear around each monster. The fear won&#8217;t scare the borg away but each<br \/>\nmonster will contribute some fear. So if the borg is near 15 or 20 Orcs, he<br \/>\nwill get very nervous. I hope this will keep the borg from getting killed by a<br \/>\nmassive mob. It will also help him use his Teleport items more effectively. The<br \/>\nborg command of ^z_ will now show both the regional fear as before but also<br \/>\nthis new regional fear. The never_move monsters do not induce this extra fear.<br \/>\nBorg will not &#8216;spastic search&#8217; over traps.<\/p>\n<p>Feb 26, The map file created at the death of the borg will now dump the<br \/>\nborg_skill[] information which will aid me in making improvements.<\/p>\n<p>Feb 22, Borg will not target a PASS_WALL monster with a ranged attack unless<br \/>\nthat monster is on a known floor grid.<\/p>\n<p>Feb 21, I think I corrected the home-swap-loop with Staves of Teleport. I<br \/>\nfixed some bugs with Teleport Level scrolls. And I fixed a bug which was<br \/>\ncausing the borg to miss his target when trying to shoot it with the Fingolfin<br \/>\nactivation (spikes). I added\/changed the ^z% to display the borgs projection<br \/>\npath. It will show the pathway the borg believes his projectile will follow<br \/>\n(red asterisk), then display the games projection path (purple beam of<br \/>\nasterisks, subject to game speed delay, increase to see the purple dots<br \/>\nbetter). This will aid in debugging issues with the borgs internal projection<br \/>\ncode to see it is matches the rapidly changeing game code.<\/p>\n<p>Feb 12, If the borg has a reasonably good chance to successfully use a Staff<br \/>\nof Teleportation then it can count towards the requirement of ATELEPORT (which<br \/>\nis generally considered scrolls of teleportation). Also, if the borg has<br \/>\nscrolls of teleport level, then it will count towards the ATELEPORT. This will<br \/>\nassist the deep borgs from getting held up at depth 46 waiting to &#8216;rs<br \/>\nATELEPORT(1)&#8217; (restock 1 teleport scroll before diving deeper). Monsters are<br \/>\ngiven some &#8216;minimal energy&#8217; to equate the borg&#8217;s energy in borg_danger(). This<br \/>\nwill help the borg better calculate danger of attacks when the borg is faster<br \/>\nthan monsters. (I will closely monitor this for a few days. Report any buggy<br \/>\nfear behavior on this change.) Changes made to the way the borg monitors the<br \/>\nchanges in his hitpoints from game turn. This will help if he gets hit from an<br \/>\nunseen monster or poison damage.<\/p>\n<p>Feb 9, Borg is now rewarded for carrying a Wand of Teleport Other. And he<br \/>\nwill try not destroy (crush) them unless he really needs to.<\/p>\n<p>Feb 6, Repaired an issue where the defence spell Resist Cold was over valued<br \/>\nand cast too often. Borg is slightly more like to cast Teleport Other. There<br \/>\nwas a hidden bug with the Glyph of Protection in the borg_danger(). It&#8217;s fixed<br \/>\nnow. I hope the borg won&#8217;t feel that he is invulnerable while standing on a<br \/>\nglyph.<\/p>\n<p>Jan 27, Updated for 303.<\/p>\n<p>Jan 25, Fixed the corrupted zip files. The priest spell Teleport Level is<br \/>\nnow included in the other methods of escape in danger level 1.<\/p>\n<p>Jan 22, Fixed the problem with the 302 borg being omniscient with the items<br \/>\nthat are non ID.<\/p>\n<p>Jan 20, I updated the borg to work with Angband 3.0.2. There were some<br \/>\nproblems with the new object_desc_spoil(). I think I fixed em up. There may<br \/>\nalso be some issues with a Robe of Magi. I have not been able to get the game<br \/>\nto generate one randomly. If you find one, send me the savefile so I can mess<br \/>\nwith it.<\/p>\n<p>Jan 18, The borg will not cast the preparatory spells prior to stairs if he<br \/>\nis fleeing the level. Also, he is a bit more careful about resting to regain<br \/>\nmana just after he has cast one of these prep spells.<\/p>\n<p>Jan 17, The distance the borg will spastic search (looking around for secret<br \/>\ndoors because he is bored and all hallways have been fully explored) will be 25<br \/>\nsteps if &lt; clevel 30 and clevel 50 otherwise. This had been 250 so he would<br \/>\nspend many turns walking back and forth over the dungeon looking for secret doors<br \/>\nand finding none. This is done to help him reduce the number of turns he takes<br \/>\nin the whole game. It has no direct effect on his survivability. Also, the borg<br \/>\nwas not using wands of wonder unless the danger was twice his hit points. I<br \/>\nreduced this to 80%. There are 17 nice attacks on the wand and 6 neutral\/bad<br \/>\nones. Seems like he can take a chance and use the wand more frequently. Use of<br \/>\nthe wand is noted in the log so if there are lots of deaths following this use,<br \/>\nthen we can modify it again. Lastly, the borg was not buying Teleport Scrolls<br \/>\nfor some reason. The code is in place and the formula is in the borg.txt. So I<br \/>\ndon&#8217;t know what is wrong. To solve this, I copied the formula into the section<br \/>\nof dynamic-calcs power that is not handled by the borg.txt file.<\/p>\n<p>Jan 16, Borgs will be a little more timid when fighting uniques (at least<br \/>\nwhile under clevel 35). He used to stay in the fight until the danger was 120%<br \/>\nof his hit points; now its 100% at clevel 35 and 80% under clevel 10. Low level<br \/>\nborgs will not set the Searching flag if moving under boosted bravery. Clevel 5<br \/>\nis now the upper end of trap searching while moving (was at 3, too many level 4<br \/>\nborgs were stepping on traps and getting instadeath). I also repaired an<br \/>\nuncommon problem where the borg might try to flow over and thus be required to<br \/>\ndisarm a trap when he should not be doing so.<\/p>\n<p>Jan 12 2003, I saw some odd behavior with Teleport scrolls. I am trying to<br \/>\nreproduce the errors to track it down. Borgs will be allowed to buy Teleport<br \/>\nScrolls from the BM.<\/p>\n<p>Dec 10 2002, Repaired the Priest\/Paladin enchantment of missile bug. Borg<br \/>\nwill be much more concerned about carrying Scrolls of Teleport after depth 20,<br \/>\ninstead of relying solely on his spells and staves. The WoR requirement for<br \/>\ndepth 3 was moved to depth 5 and reduced to 2 scrolls.<\/p>\n<p>Dec 2, Clevel 45 requirement for depth 39 was removed.<\/p>\n<p>Dec 1, Improved some WoR requirements for the depth 24 area. Previously, if<br \/>\nthe borg was playing too deep (twice his depth preparation), he liked to recall<br \/>\nto town then climb down stairs to his comfort level. Now, the borg will only do<br \/>\nthis if the maximal depth is greater than 65.<\/p>\n<p>Nov 30, Repaired that very serious issue with not refilling the lanterns and<br \/>\ntorches. Sorry about that. Mass Genocide and Genocide scrolls are now needed<br \/>\nfor level 100 not 98.<\/p>\n<p>Nov 27, Attempted to repair the wide-screen issues. Please help test this to<br \/>\nsee if the borg gets unsynched due to mis-parsing the extra long messages.<\/p>\n<p>Nov 26, Fixed that problem with the borg carrying a glowing item and not wanting<br \/>\nto buy more fuel for the lantern or torches.<\/p>\n<p>Nov 23, Fixed a modest error in the ^zo function to display item flags.<br \/>\nBorgs will now store Aman and Elvenkind items in the home even if they are not<br \/>\nyet *ID*&#8217;d. He will pull these items from the home if he has *ID* scrolls.<\/p>\n<p>Nov 21, The borg was not correctly handling glowing items, like the Ammy of<br \/>\nDevotion while the lantern was out of light. He assumed he was in darkness,<br \/>\neven though the ammy was giving light. I also added the additive effects of<br \/>\nglowing items to the light radius. Having a glowing item will add one degree to<br \/>\nthe light-source radius. Having multiple equipment (Ringil, and Ammy of<br \/>\nDevotion) items with light radius is not handled; they still give one degree of<br \/>\nincreased radius. I added support for the branding of missiles spells,<br \/>\npreviously, only Cubragol was doing this.<\/p>\n<p>Nov 13, The money scumming for potions was modified slightly to make sure<br \/>\nthe borg had a better chance to avoid the mugging (moved from 65% to 80%).<\/p>\n<p>Nov 12, Remembrance spell is considered a source for Hold Life, so borgs<br \/>\nwill not be bound to finding HLife before diving deeper.<\/p>\n<p>Nov 11, Fixed the goofy behavior with shootNscoot. The bugs related to the<br \/>\nborg being out of sync and interacting with colors menu and other weirdness<br \/>\nhave been tracked down to using a bigscreen. If the message line is greater<br \/>\nthan 80 characters, the borg cannot parse the messages correctly. I will work<br \/>\nto correct this over the next few days. If anyone else wants to help, look at<br \/>\nborg9.c in borg_inkey_hack about line 4310 where the borg is reading the<br \/>\nmessages and catching the &#8220;-more-&#8221; prompt. I&#8217;m pretty sure the<br \/>\nproblem is related to borg_what_text(), and I suspect with the third element.<\/p>\n<p>Nov 9, The borg was over-valueing the Staff of Holiness for it&#8217;s healing<br \/>\npowers.<\/p>\n<p>Nov 8, Repaired the issues with boots and shields of Elvenkind not been<br \/>\nrecognized as having high resists. I also fixed an interesting bug where the<br \/>\nborg would not cast a spell at a monster if there was an object in the flight<br \/>\npath between the borg and the monster, and the borg had never seen that floor<br \/>\ngrid previously (as in coming down there stairs and finding a potion on the<br \/>\nground between the stair and the monster). The borg was not seeing this as a<br \/>\nlegitimate floor grid and would flow to the monster in order to melee attack<br \/>\nit. I also decreased the penalties for casting spells which will encourage the<br \/>\nmages and priests to use their spells instead of tanking around the dungeon. I<br \/>\nrepaired the problem with the borg not wanting to use the Cloak of Luthien.<\/p>\n<p>Nov 6, Made another major speed enhancement by further optimizing the way in<br \/>\nwhich the borg checks for living uniques while doing his level preparation<br \/>\nchecks. I repaired a bug with the borg.txt from 301. There are some references<br \/>\nto formulas dealing with GOI. Those need to be removed. I think they are<br \/>\nformula 58-60, or pretty close to that. If you replace your borg.txt with the<br \/>\nmost recent one, you will be fine.<\/p>\n<p>Oct 31, Fail rate on enchanting moved from 40% to 65%. Penalty for using<br \/>\nslings with STR less than 14 was moved to STR 9. Borgs will store enchant<br \/>\nscrolls in the house and save them for at least a x3 shooter (long bow or light<br \/>\nxbow). Steps were taken to make sure the borg did not enchant the x2 shooter by<br \/>\nmistake when he should be enchanting the melee weapon. I had to repair a unhook<br \/>\nbug which crept in with the efficiency changes to item analyzing.<\/p>\n<p>Oct 28, A few optimizing routines added from Mr. Anderson. Matthew Anstey<br \/>\nrequested that borgs be more critical of keeping junk in the inventory while<br \/>\ndeep in the dungeon. Borgs had been filling up with some good stuff to sell<br \/>\nthen returning to town to sell it instead of scumming for more potions. This is<br \/>\nprobably a waste of time since at depth 95 he already has more money then Bill<br \/>\nGates (well, almost). I repaired an unhook bug which could result if the borg<br \/>\nhad two artifacts with the same activation and the first one in line was<br \/>\ncharging, but the second one was not.<\/p>\n<p>Oct 17, Mikeal Anderson provided some very useful computations on how much<br \/>\nCPU time is spent in various borg functions. Using this information, he and I<br \/>\nhave made the worst bottle neck more effecient. The largest user of CPU time<br \/>\nwas the borg_prepared() function, with about 30% of all the CPU going to this<br \/>\nroutine with it&#8217;s two daughter routines. We have made that code more efficient<br \/>\nand greatly reduced the number of times which it is called. I also tinkered on<br \/>\nthe way the borg will buy stat potions from the BM. There had been some cases<br \/>\nof him scumming to get the cash then not buying them.<\/p>\n<p>Oct 16, Added the Shoot&#8217;N&#8217;Scoot to the 301 code.<\/p>\n<p>Oct 14, Fixed a problem which could keep the borg from using Phase Door<br \/>\nspells correctly if he did not have a scroll of PD on him. Corrected some<br \/>\nproblems with choice of missile attacks on certain types of monsters. This<br \/>\nshould really help mages with magic missile use. I told the 293 borg how to use<br \/>\nShoot&#8217;N&#8217;Scoot maneuvers. I will test this out for a few days before sticking it<br \/>\ninto the 301 borg.<\/p>\n<p>Oct 11, Fixed the problem with the artifact shield of Haradrim.<\/p>\n<p>Oct 7, The borg has tried to not damage items on ground with certain types<br \/>\nof spells (fireball on scrolls, electric ball on rings, etc). But sadly the<br \/>\nborg will not use the most effective and damaging spell for fear of damaging<br \/>\nthe treasure on the ground. I have reduced the penalty for damaging the<br \/>\ntreasure on the ground. This will allow the borg to have more flexibility in<br \/>\nspell choice. Also, I added some routines to allow the borg to scum town for<br \/>\ncertain items found in the Black Market, namely Stat Pots, *Heal*, Life, and<br \/>\nHeals. He will stay in town, mugging drunks and saving his money. This can have<br \/>\nhim sitting in town a long time, so the option is set in Borg.txt under<br \/>\nborg_self_scum. Default is TRUE. The borg won&#8217;t do this unless he is at least<br \/>\nclevel 15, has a perma light source, Satisfy Hunger spell, and at least a 65%<br \/>\nchance to avoid getting mugged by townspeople. 65% is not very easy to get to.<br \/>\nA clevel 30 borg would need a dexterity of 18\/70. A clevel 45 borg would need a<br \/>\ndexterity of 18\/40. This routine will help the borg get his stats maxed without<br \/>\nall the risk of being in the dungeon. But it will stay in town a lot. If that<br \/>\nupsets you, then turn the option off in borg.txt. Along this line, the borg has<br \/>\na slightly improved method for spending time in town waiting for the<br \/>\ntownspeople to breed. The borg_status window is also updated to indicate that<br \/>\nit is scumming for cash and that cash goal amount. Lastly, The borg has<br \/>\nimproved crushing of &#8216;Junk&#8217; (with respect to being under the influence of<br \/>\nborg_worship_gold or borg_self_scum flags). (And some Zborg fixes.)<\/p>\n<p>Oct 4, (301) Repaired the bug which was causing some unusual keypress loops.<br \/>\nThe bug was related enchanting weapons. Modified the lunal mode a bit so that<br \/>\nthe borg is a bit smarter about doing it, and he will leave the stairs to<br \/>\ncollect gold and potions. Again, lunal_mode is not at a point where it works<br \/>\ncorrectly. It&#8217;s more of a test to see how deep the borg can get doing it. So<br \/>\nunhooks are common.<\/p>\n<p>Oct 2, (301) Began working on a cheat called borg_lunal_mode which can be<br \/>\nset in the borg.txt. Basically the borg will scum stairs for other stairs,<br \/>\ntrying to dive as fast as he can. He tries to be careful while doing this since<br \/>\nat low clevel he is subject to instadeath. Note: you need to have connecting<br \/>\nstairways on in order to make full use of this. Again, I just started this so<br \/>\nthere may be some bugs in this. Oct 1, Repaired the bug with the Elfstones and<br \/>\nJewel artifacts. For the record, it was not a borg bug but an omission of the<br \/>\nINSTA_ART flag for these two items in the artifact.txt file (they do have the<br \/>\nflag in objects.txt). Repaired some ID loop problems induced by the mistaken<br \/>\nomission of the EASY_KNOW flag to the Amulet of Resistance. Amulets should get<br \/>\neither EASY_KNOW or HIDE_TYPE flags. The Amulet of Resistance did not get<br \/>\neither one. This is a mistake and needs to be corrected. Fixed the bouncing<br \/>\nproblem that low level borgs had if two stairs are on the screen. Borg is<br \/>\nallowed to buy Stat Pots from the BM. Shrieking creatures are added to scaryguy<br \/>\nlist because they cast Haste on to monsters. Borg will do less spastic<br \/>\nsearching while under clevel 3.<\/p>\n<p>Sep 30, Removed the forced slow-down for delay factors. 301:Removed the<br \/>\nwork-around for the quartz-amulet problem, and added RR&#8217;s macro for correct<br \/>\ninterpretation of flavors. Repaired the very annoying artifact activation bug.<\/p>\n<p>Sep 25, Added some protection against segfaults relation to borg_slot().<br \/>\nBorg will be more careful to keep the Resistance spell up, and to refresh it<br \/>\nwhen he thinks it is about to expire.<\/p>\n<p>Sep 24, Fixed some potential problems with the borg desperate (moving to<br \/>\nstairs under stress). (for 301) Repaired the Stone to Mud on amulet problem and<br \/>\nremoved the left over borg notations used for debugging artifacts.<\/p>\n<p>Sep 23, Work on the 301 borg is now complete and ready for release. There<br \/>\nwere some interesting game play issues and needed to be dealt with. The borg<br \/>\nwas not reading mineral veins (*) correctly. He was seeing them as quote marks,<br \/>\nand tried to walk through them. I had to redo the magic system a bit. So please<br \/>\nreport bugs and odd behavior to me so I can fix it. The 301 screen saver seems<br \/>\nto be working ok. I had to modify the main-win.c file. If you plan on compiling<br \/>\nyour own screensaver, use my main-win.c.<\/p>\n<p>Sep 21, Better use of Teleport Level to escape danger. Borg will now carry a<br \/>\nfew Teleport Level on him. The borg is now a lot less likely to be stuck at<br \/>\ndlevel 26 searching for a few teleport scrolls in order to continue. Seems silly<br \/>\nthat a clevel 30-40 borg has a maximal depth of 26 because of teleport scroll<br \/>\nlimitations. Zang and Drang borgs also updated.<\/p>\n<p>Sep 18, Fixed a problem in borg.txt (the line that is ateleport = 7 should<br \/>\nbe 2). Better handling of how the borg stores and collects scrolls of teleport<br \/>\nand staves of teleportation. Fixed a major problem with consuming ez_heal<br \/>\npotions in extreme danger (even when not badly damaged).<\/p>\n<p>Sep 16, Borg_check_rest() will now check the Regional Fear (fear from<br \/>\nnon-seen monsters). Danger from non-seen monster attacks increased a bit. Borg<br \/>\nwill report if he is &#8216;searching&#8217; while walking. Borg will be more careful about<br \/>\nretreating to safer grids; the first step must be relatively safe.<\/p>\n<p>Sep 13, Borg will be more likely to cast the good Resistance spell over the<br \/>\nsmaller ones if he is clevel 45 or higher. Repaired a spell address problem<br \/>\nwith casting spells before taking stairs.<\/p>\n<p>Sep 6, Repaired some more mishandling of the One Ring. Added Respawing Borg<br \/>\ncommand and a command to examine what flags the borg believes an item has.<br \/>\nBorgs will collect a few more EZHeal potions (*Heal* and Life) prior to that<br \/>\nfinal fight. Repaired some potential crash problems with array bounds.<\/p>\n<p>Jul 10, Began looking at the vanilla 3.0 code. I&#8217;ll start to upgrade the<br \/>\nvborg to function in 3.0. It won&#8217;t be ready soon. But I&#8217;ll tinker on it.<\/p>\n<p>Jun 26, Slight improvement on when Holy Word is cast while in Questor<br \/>\nCombat.<\/p>\n<p>Jun 7, Borgs needed some help reseting his shop goals after consuming his<br \/>\nlast type of item (thus moving the address of his goal_item).<\/p>\n<p>May 23, Low level borgs will not attempt to walk into NEVER_MOVE monsters.<\/p>\n<p>Apr 23, Scaryguy fixed for Light and Dark hounds. If the borg resists that<br \/>\nform of attack (or blindness) then the hound won&#8217;t be a scary guy. Added a<br \/>\nspecial hack to further influence borg defence manuevers: if the borg is<br \/>\nfighting a particular unique, RFire, RCold benefits are enhanced. Mainly<br \/>\ndesigned for Tarresque but it can be applied to other types of defence setups<br \/>\nand other uniques.<\/p>\n<p>Apr 21, Repair to a mistake with &#8216;ifndef bablos.&#8217; If the borg is not<br \/>\nrespawning correctly, let me know. Borg will not try to open doors if under<br \/>\nclevel 15 and there is a monster adjacent to him. (He gets stuck trying to pick<br \/>\nthe lock while some whimpy monsters beats him to death). Final healing check<br \/>\nmodified slightly to allow for more use of *heal* while fighting uniques.<\/p>\n<p>Apr 16, Too many borgs dying while moving &#8216;desperate for stairs&#8217;. To avoid<br \/>\ncertain types of death, the borg will not retreat to a stair is a monster is sitting<br \/>\non that stair. Rarely, some borgs need to be able to escape up the stairs even<br \/>\nif waiting for recall. This is now allowed.<\/p>\n<p>Apr 15, Winning borgs who have &#8216;respawn winners&#8217; on will log into the<br \/>\nborg.dat.<\/p>\n<p>Apr 13, Borg will try to use a Teleport Staff before trying to phase door.<\/p>\n<p>Apr 5, Better handling of Anti-magic effect. Borg was wearing pseudoID&#8217;d<br \/>\nboots with that effect, but was not understanding that the effect was on. If<br \/>\nthe boots had been *ID*&#8217;d then he would have understood the effect. The borg is<br \/>\nnow cheating to know if he is afflicted by this effect but not which item is<br \/>\ncausing this. So he will not be able to dump that item until it is *ID*&#8217;d.<\/p>\n<p>Apr 4, Added better control over when the borg uses *Destruction*.<\/p>\n<p>Apr 2, Fixed a spell address problem when casting a spell prior to taking a<br \/>\nstairs\/recall; borg was casting Remove Fear instead of Bless. Fixed an<br \/>\nequipment choice problem which caused the borg to think his stats were higher<br \/>\nand subsequently he would not choose equipment to boost stats (priests running<br \/>\naround with 18\/170 Wis, instead of 18\/220). The routine to return to town to<br \/>\nscum for objects (mainly CCW) was altered to have him check more frequently.<br \/>\nRepaired the spamming fprint function that I forgot to remove from borg3.c.<br \/>\nWillem S suggested (mainly for zborg) that borgs get power for using Rod of<br \/>\nIllumination if they don&#8217;t have Call Light ability. This was added to vborg and<br \/>\nzborg. Winners list updated. Improved handling of monsters while<br \/>\nhallucincating. I moved all borg files over to my laptop so some of the batch<br \/>\nfiles used to create the zipfiles may have been goofed up. Let me know if the<br \/>\narchives seem off.<\/p>\n<p>Mar 26, Several little patches over the month. One in particular is better<br \/>\nhandling of fear of non seen monsters.<\/p>\n<p>1-8-2002, Fixed a bug relating to using Format() twice in the same call.<\/p>\n<p>12-31, Zborg is officially released. I would appreciate specific bug<br \/>\nreports.<\/p>\n<p>12-26, Still working on the Zborg. It is at a fairly stable point now. The<br \/>\nzborg source is released. I have still not tracked down that bug which is<br \/>\ncausing the borg to bounce between two flow grids. I have been spending about<br \/>\n20 hrs a week working on the Zborg. I will get to back to bug fixes in time.<\/p>\n<p>12-5, 1) Borg running around with no weapon is fixed. 2) The borg status<br \/>\nscreen updated to show Immunity flags (white) over magical resistance flags<br \/>\n(green). 3) Made an attempt to fix that bug where the borg will bounce on the<br \/>\nlevel while trying to choose his new flow pattern, then forgetting the objects<br \/>\nand monsters, then finally fleeing the level. 4) Low level borgs who do not<br \/>\nhave slow digestion are now allowed to carry more than five food, up to the<br \/>\namount specified in borg.txt.<\/p>\n<p>11-29, Borgs who are scumming for the *heal* pots at depth 99, will now<br \/>\nstore all the extra crap they are carrying for the end fight, namely the 15<br \/>\nRestoration mushrooms and the &gt;15 Restore Mana potions. <strong>You will need to<br \/>\nreplace your borg.txt file<\/strong> if you are down at depth 99 or so.<\/p>\n<p>11-28, Ok, I got the borg working again. The changes on 11-16 were the cause<br \/>\nof the problem. Working good now. I also added a new borg command control-z ^.<br \/>\nThe &#8216;%&#8217; displays Flow information. This new one, &#8216;^&#8217; will display the probable<br \/>\npathway the borg will take. I also added the name of the unique who is on the<br \/>\nlevel to the borg_status window. Finally, the borg may use the *heal* potions<br \/>\nto fix confusion if he is really low on HP, and that annoying<br \/>\nwaiting-on-the-shop-door-step-while-waiting-for-recall has been fixed.<\/p>\n<p>11-21, I undid many of the changes from 11-13. I hope the buggy behavior is<br \/>\nfixed. There still seem to be some very unusual borg_powers, and equipment<br \/>\nchoices. Please report any weird stuff. Also for the next few days I will be<br \/>\nreworking the borg_best_stuff(). That routine is supposed to test every combination<br \/>\nof equipment and select the best package. It does not work right. I have a plan<br \/>\nto rewrite it so that is will explore every possible equipment combination. I&#8217;m<br \/>\ncertain it will be a slower routine, but it should make a difference in borg<br \/>\nequipment selection.<\/p>\n<p>11-19, Wife is away this week, just me and the four kids at home. Borg<br \/>\nupdates might be slow. Fixed the problem where borgs would not recall into<br \/>\ndungeon if the failrate was over 40%. Still patching up problems relating to<br \/>\nthe borg now correctly handling his stats. The borg will now receive a<br \/>\ngraduating penalty based on his maximal mana. So if he wears heavy armour at<br \/>\nclevel 10 lowering his mana 10 pts which represents about 1\/2 his mana, he will<br \/>\nreceive a greater penalty than if he suffered a 10 mana point loss when his<br \/>\nmana is over 300. This may induce equipment swapping if his maximal mana is<br \/>\nnear one of the threshold values.<\/p>\n<p>11-16, Replaced the cheat where the borg was getting the acual HP of each<br \/>\nmonster. Now he will &#8216;read&#8217; the health bar and estimate the number of HP<br \/>\nremaining based on the maximal possible for that monster. Desire for dragon<br \/>\nscale armour based solely on its activation is decreased. I repaired some<br \/>\nerrors that were making the borg like to have massive primary stats (like 18\/320<br \/>\nINT). I think I got that fixed now. I fixed the formulas which granted extra<br \/>\npoints for having an item with multiple high resist. Previously the borg was<br \/>\nonly considering RNeth, RChaos, RDisen on any single item. For formula was<br \/>\nchanged to: value += 30000 * (item-&gt;flags2 &amp; TR2_RES_POIS +<br \/>\nitem-&gt;flags2 &amp; TR2_RES_LITE + item-&gt;flags2 &amp; TR2_RES_DARK +<br \/>\nitem-&gt;flags2 &amp; TR2_RES_BLIND + item-&gt;flags2 &amp; TR2_RES_CONFU +<br \/>\nitem-&gt;flags2 &amp; TR2_RES_SOUND + item-&gt;flags2 &amp; TR2_RES_SHARD +<br \/>\nitem-&gt;flags2 &amp; TR2_RES_NEXUS + item-&gt;flags2 &amp; TR2_RES_NETHR +<br \/>\nitem-&gt;flags2 &amp; TR2_RES_CHAOS + item-&gt;flags2 &amp; TR2_RES_DISEN).<br \/>\nThus granting 30k pts for each of the high resists. Fixed that bug where the<br \/>\nborg would cast tons of prep spells before using stairs only to rest to regain<br \/>\nhis mana, then cast the spells again. DragonAngband borg fixed on a few minor<br \/>\nthings.<\/p>\n<p>11-15, Fixed a Genocide &#8216; &#8216; issue. Fixed the money scum bug which allowed<br \/>\nthe borg to sell your gear.<\/p>\n<p>11-14, A few minor changes to how the borg retreats from danger and backing<br \/>\nup one grid.<\/p>\n<p>11-13, <strong>Replace your Borg.txt. <\/strong>Borgs will cast a few more preparatory<br \/>\nspells (Bless, Berserk, Hero, Speed, Resistance) before Recall hits, and also<br \/>\nbefore taking stairs down. Also I made a significant revision in borg<br \/>\nvariables. The borg will now cheat more variables instead of reading them from<br \/>\nthe screen. This will help speed him up a bit. I have renamed many of the<br \/>\nvariables and moved some into Adam Goodman&#8217;s borg_skill[] array. This will aid<br \/>\nin porting the borg to other variants. With these new changes, there may be<br \/>\nsome odd bugs creep in. I found one related to the borg not liking speed rings.<br \/>\nI found another one with the borg not wanting to carry food. Adam was kind<br \/>\nenough to debug for me, for which I am grateful. There may be more hiding. I hope<br \/>\nto be able to convert and cheat in a few more variables which will allow<br \/>\nportability and speed to the borg. Cheating game variables goes against the<br \/>\nPrime Directive of the Borg, which was &#8220;to read the screen and make<br \/>\ndecisions based on that information.&#8221; But the information being cheated is<br \/>\nnot privilaged, the borg &#8216;could&#8217; be made to read that information, I am just<br \/>\nskipping the read to speed up the borg. Anything the borg is cheating to know,<br \/>\nthe player has access to. So if you have a significant philosophical hangup<br \/>\nwith some of these new changes, better stick with November 9 borg. (Confession:<br \/>\nthe borg does cheat privilaged information when it tracks monster health.<br \/>\nInstead of reading the **** bar at the bottom and guessing the monsters<br \/>\nremaining HP, it steals the actual number of HP from the game. Getting rid of<br \/>\nthis cheat is on my to-do list. I think RML will let me borrow this from his<br \/>\nborg.)<\/p>\n<p>11-9, Borgs who are waiting to recall back into the dungeon will try to cast<br \/>\nPFE, or GOI just before the Recall hits. The borg will cast the spell 20 game<br \/>\nturns after the recall is cast. Note this is game turns not borg turns, incase<br \/>\nthe borg is hastened or slowed. The recall will occurr somewhere between 16 and<br \/>\n35 turns after the recall spell is cast. So there is a chance that the GOI\/PFE<br \/>\nwon&#8217;t be on if the recall is activated from 16-19 turns. Resting to regain mana<br \/>\nwill now take place until clevel 25, instead of 15. The perma-spells won&#8217;t be<br \/>\nused until clevel 30 to avoid certain types of low mana loops. Lastly, the borg<br \/>\nwon&#8217;t use Genocide if he has less than 75 HP. (Which was a very sad death when<br \/>\nhe Genocided &#8216;D&#8217;s with only 9 HP).<\/p>\n<p>11-8, Tried to reduce the behavior of swapping in and out junky bows and<br \/>\nslings. I also updated the HAS_LITE patch for 293. Lastly, borgs will crush the<br \/>\nwhole stack of items instead of one at a time.<\/p>\n<p>11-7, Confused borgs would cure confusion at just about any cost. Even<br \/>\nsurrounded by 100 Chaos Bugs and with only 1 HP, he would drink a CCW to cure<br \/>\nconfusion then attempt the teleport staff on the next round. I have corrected<br \/>\nthis so if the borg is in pretty tough circumstances (danger &gt;= HP * 15\/10)<br \/>\nthen he will risk the fail attempt and try that Teleport Staff. He has nothing<br \/>\nto lose, there would be very little chance of him surviving a second round.<\/p>\n<p>11-5, Clevel &lt;= 5 borgs will flee level 1 &amp; 2 if they hear a door<br \/>\nbeing bashed open. Grip and Fang do this. It may help the borg. Some snakes<br \/>\nalso bust down doors. Snakes are not generally a problem for the borg, but the<br \/>\ndogs are. 2) When trying to gain speed spell, borg will now choose artifacts<br \/>\nand other recharging things before consumables (staves, potions). 3) Borg is<br \/>\nnow aware that GOI does not protect against the annoying effect of some attack<br \/>\ntypes (disenchanting of equipment, blindess, etc) .<\/p>\n<p>11-2, Added a new function which has been called Mynstral Scumming or Money<br \/>\nScumming. The borg will stay in town killing townspeople until a monetary goal<br \/>\nis reached. The goal can be set in borg.txt called borg_money_scum_amount. Read<br \/>\nthe note in borg.txt for more information on this. This routine is more for<br \/>\npple playing the game than for the borg itself. It is set up to help you<br \/>\npurchase that gotsta-get-me-one-a-dem Black Market items.<\/p>\n<p>10-25, Corrected a miscalc error induced by the borg_danger changes made a<br \/>\nfew days ago. This is a big deal here. The mistake forced the Averaging of<br \/>\nMonster Danger. So you could encounter a Dracolisk (w\/o any RNeth) and have it<br \/>\nonly return a danger of 150 or so, since the Nether attack was averaged.<br \/>\nActually the danger should be close to 500.<\/p>\n<p>10-14, Borg will conserve arrows a bit more by not shooting at non-melee<br \/>\nguys guys lower than his level. A few scary guy changes: 1. Borg is now allowed<br \/>\nto flow through traps (even if they are dangerous) if a scary guy is on the<br \/>\nlevel. 2. Borg will walk over a trap instead of disarming it if fleeing. 3. No<br \/>\nresting to recover HP\/SP.<\/p>\n<p>10-23, Borg rebrowses store more frequently to reduce the store loops.<\/p>\n<p>10-22, The borg has been able to genocide monsters which immediately threaten<br \/>\nhim, Mass Genocide, and genocides Hounds at the start of a level. But I have<br \/>\nadded a new routine which will genocide a race which is very threatening to the<br \/>\nlevel, though not on him directly. This will allow him to genocide escorts even<br \/>\nthough they are not posing immediate danger. It will also allow the borg to<br \/>\ngenocide a race if a summoner went happy and filled the level with a particular<br \/>\ntype. The criteria may need some tweaking. Currently the borg will genocide a<br \/>\nrace if that race&#8217;s combined danger is at least 10x the borg&#8217;s maximal<br \/>\nhitpoints. I suspect that would be about 8 Dracoliches or Black Reavers on a<br \/>\nlevel, or maybe 6 Chaos Beetles. Safegards have been added to make sure the<br \/>\nborg does not kill himself in the process.<\/p>\n<p>10-19, Added a safegaurd to the genocide spells, incase there were monsters<br \/>\nwhich were not known to the borg.<\/p>\n<p>10-18, Mages are encouraged not to melee (while low level) attack if<br \/>\npossible they tend to swing and miss too much when they should be using Magic<br \/>\nMissile. The reduced danger of scared monsters with ranged attacks is removed,<br \/>\nthey are still dangerous and still cast spells. (Stupid borg got killed by a<br \/>\nNightwing with only 35 HP. It cast Nether Ball, and the borg had about 150HP.<br \/>\nThe borg did not fear the NW since it was fleeing and was about 5 grids away.<br \/>\nOne arrow would have finished it up.) I increased the likelihood of the borg<br \/>\nusing his perma spells. ( Perma spells are things like, Haste Self is cheap so<br \/>\nhave it on all the time).<\/p>\n<p>10-17, Sometimes (albeit rarely) the borg may think that it is on a glyph<br \/>\nand assume that he is safe from danger. I added a routine to remove the glyph<br \/>\nfrom under the borg if he is struck in melee combat. I also allowed borgs to<br \/>\nuse their *heal* and life pots as part of their healing check. But they are<br \/>\nrestricted to combat with uniques. This will save some borgs but the borg will<br \/>\nhave a tough time collecting these potions since he will be consuming them more<br \/>\nfrequently. Dark and Light hounds will be &#8216;scary-guys&#8217; even if the borg has a<br \/>\nsupply of CCW. Too many were drinking and getting blinded the next turn. So<br \/>\nnow, unless the borg has RBlind, these guys will be feared. The borg will now<br \/>\nrest to recharge a rod of recall (he already does this for healing rods).<\/p>\n<p>10-16, Rework of how full vs probable danger (damage) is calculated by the<br \/>\nborg. He had been miscalculating the danger of breath attacks partly due to his<br \/>\nincreased speed and some arbitrary formulas. ie. If a Wyrm only breathes 1 out<br \/>\nof 10 turns but breaths for 500 damage. The borg would consider the danger to<br \/>\nbe 50. But if the borg had 500 or fewer HP then the danger was recognized as<br \/>\n500 (Since it could kill him in one turn). However, if the borg was hastened to<br \/>\ntwice the wyrm speed then the 50 danger was reduced even more. Basically, it<br \/>\nwas messing up at calculating the true danger of breath attacks especially if<br \/>\nthe borg was greater than +10 speed. I also added a 6th check in borg_escape().<br \/>\nThis will allow mage and priest borgs to escape if he is getting low on mana<br \/>\nand in a moderately dangerous position (danger is about 60% of his HP).<\/p>\n<p>10-15, 1) Desperate borgs will now not flow through unknown grids to get to<br \/>\nthe stairs. It is better for them to take the known route. 2) Chaos breather<br \/>\ntypes are added to the scary guy list. 3) Minor fix on buying equipment from<br \/>\nthe home and having to rebrowse the store. 4) Minor tweak on the mana-use<br \/>\npenalties associated with use of Magic Missile by low level mages. 5) Tweak to<br \/>\nthe Level 4 Healing test.<\/p>\n<p>10-12, Genocide will now make a count and estimate the amount of strain<br \/>\ndamage to be recieved. (Mass Gen already did this, I must have forgotten it for<br \/>\nGeno). Some rework on the danger of an unseen monster done. Also, the borg may<br \/>\nuse the Teleport Level scroll to flee a dangerous place. I made a change to the<br \/>\nborg_danger() routine also. For some time now, the borg would average the<br \/>\ndamage of the various ranged attacks of the monster. This helped his bravery<br \/>\nconsiderably. Especially if he had two immunities. However, if there was an<br \/>\nattack that had significantly more damage than the others, then no average was<br \/>\nmade and the most dangerous attack was returned. There is a problem when<br \/>\ndealing with defence manuevers. If the borg is considering casting a spell like<br \/>\nResistance and the monster also has a non resistable attack (like Disenchant<br \/>\nfor the Tarresque) then the damage returned will be for that spell, since the<br \/>\ndanger of the others (like fire, cold) will be greatly reduced by the proposed<br \/>\ndefence spell. The result will be the borg will not cast the resistance spell eventhough<br \/>\nit may be a very good idea. To fix this, the flag &#8216;average&#8217; is added to the<br \/>\nborg_danger() to skip this check and return the average damage. This will allow<br \/>\nthe borg to more carefully consider the double resist defence manuevers.<\/p>\n<p>10-11, I improved the &#8216;short leash&#8217; routines for low level borgs. They will<br \/>\nnow stay in the dungeon longer but still remain fairly close to the stairs.<\/p>\n<p>10-4, I improved the &#8216;Desperate for Stairs&#8217; routine, it does help the borg<br \/>\nbut many die being desperate for stairs. I also improved how the borg will<br \/>\nfight when there is a scary guy on the level.<\/p>\n<p>10-3, Borgs had been very careful when exploring traps; only doing so if<br \/>\ndexterous enough or with enough HP to survive setting it off. However borgs<br \/>\nwere allowed to flow through a trap on its way to some other interesting grid.<br \/>\nThis allowed the borg to disarm the trap as it passed by. This is resulted in a<br \/>\nseveral trap deaths. This is now repaired. A borg will be forbidden to flow<br \/>\nthrough a trap if it does not meet certain criteria based on Disarming Skill<br \/>\nand HP. In addition to this, the low level borgs will activate the search<br \/>\ncommand while exploring the dungeon. Hopefully this cut down down on some trap<br \/>\ndeaths. 2) Borgs had been &#8216;resting on town stairs to gain mana&#8217; with a scrawny cat<br \/>\nscratching him for 1 pt each round, eventually leading to a very embarrassing<br \/>\ndeath.<\/p>\n<p>10-2, Borgs had been penalized for shooting monsters who stood one square<br \/>\naway. That restriction is now lifted if the monster is a unique. Minor fix to<br \/>\nhow Warriors and Rogues ID {good} items.<\/p>\n<p>10-1, Repaired a bug relating to the recent ring fixes; the recently removed<br \/>\nring may take the inventory slot of the desired ring and the borg was putting<br \/>\non the old ring again, creating a loop. It is now repaired.<\/p>\n<p>9-27, The bug relating to having a +14 Ring of Speed in the home and a +7 on<br \/>\nthe hand has been repaired. With this I also made the ring selecting routine a<br \/>\nbit smarter. I also fixed the bug that let a borg wield a digger while trying<br \/>\nto fight monsters. If I get a chance later today, I will take a closer look at<br \/>\nammo use for rangers: making sure they don&#8217;t waste it, pick it up after<br \/>\nshooting, and possibly return to town if low on ammo. Finally, I&#8217;d like to make<br \/>\nsure the borg is not using weak damage spells on tough monsters when he should<br \/>\nrun up on them and beat them with a weapon. Too often the borg has launched<br \/>\nMagic Missiles at Tiamat because she was not within melee range and the borg<br \/>\nhad no other ranged attack. Personally, I&#8217;d run up on her or hide around a<br \/>\ncorner and let her come to me.<\/p>\n<p>8-30, Borg upgraded to run in 293. I added a new borg.txt variable<br \/>\n(borg_delay_factor) for those folks who can&#8217;t seem to figure out how to slow<br \/>\nthe borg down. I corrected some errors pointed out by David Grabiner relating<br \/>\nto some borg_restock, borg_prep functions.<\/p>\n<p>7-25, I fixed some errors pointed out by Mika V. They related to<br \/>\ninconsistencies in Dynamic vs non-Dynamic Calcs, and a few minor others. Borg<br \/>\nupdates are slow this Summer. Several house projects going on, and work has<br \/>\nbeen pretty busy (I might need to hire more staff).<\/p>\n<p>7-19, I increased the value of the Detect Evil\/Monster for borgs so that<br \/>\nthey will learn it faster, and increased the frequency of its use for low level<br \/>\nborgs. This greatly helped clevel 2 mages and clevel 1 priests avoid Kobolds<br \/>\nand other scary guys. Immediately upon entering a level they detected the scary<br \/>\nguys and fled back to town. Secondly, if a spell caster loses his spell book<br \/>\nwhich grants Sat.Hunger he will flee to town instantly (let me know if this<br \/>\ndoes not happen). If a starving player has a full inventory he cannot buy food.<br \/>\nSo a starving player will crush inventory items to make room for food. Thirdly,<br \/>\nI made sure the borg had enough money to make group puchases (5 food for $20).<br \/>\nLastly, I repaired the problem with the 74-75 AC problem; that curve is<br \/>\nsmoothed out (I hope).<\/p>\n<p>7-16, The borg was told to not flow to a summoner through a perma rock.<br \/>\nThere are a bunch of winners that were emailed to my home computer that need to<br \/>\nbe forwarded to my work computer. I will try to get those winners in the next<br \/>\nday or so.<\/p>\n<p>7-13, The spell book dump (^zd) did not list the 9th spells. That is now<br \/>\nrepaired. Light and Dark hounds are now considered scaryguys if the borg does<br \/>\nnot have at least 3 CCW. Rerolling of stats upon respawn was redone. It is now<br \/>\nPrimary 17, Str 14, Dex 16, Con 13. This should help those poor mages who end<br \/>\nup with 6 Str and get slowed by equipment. The &#8216;desperate for stairs&#8217; was<br \/>\nmodified slightly to make it smarter. The borg will still consider Grip and<br \/>\nFang scaryguys and try to run from them. But if they are adjacent to the borg<br \/>\nthen he will (or should) fight them. These two guys have extra speed so the<br \/>\nborg tries to run to the stairs (distance of n spaces) and the dog get one move<br \/>\nand one hit each round, leading to the borg death. I think if a borg had about<br \/>\n15 HP he ought to be able to take out the dogs.<\/p>\n<p>6-28, The fix that correction for the inscription problem may be causing<br \/>\ncrashes so I removed it.<\/p>\n<p>6-18, The borg will now correctly handle chests that are not trapped.<\/p>\n<p>6-13, Fixed that bug that made the borg crash when starting on depth 127.<\/p>\n<p>6-12, Ez_heals are more likely to be used if Morgoth is dead. Some more<br \/>\ninformation is displayed in Borg_status window when deeper than level 97.<br \/>\nAnother alteration to formula111 of borg.txt. I boosted the reward for melee<br \/>\ndamage if deeper than depth 75 while decreasing AC bonus if AC is greater than<br \/>\n75. I am hoping that a borg will choose a ring of damage over a ring of<br \/>\nprotection. There is still a problem with the borg inscribing objects and the<br \/>\ngame not accepting the inscription. To work around this, the borg will only<br \/>\ninscribe in town.<\/p>\n<p>6-8, Fixed the sanctuary-chaos bettle thing.<\/p>\n<p>6-5, Stat draining monsters are feared more if the borg does not Sustain.<br \/>\nAltered slightly the formula111 for borg.txt. I added some code to handle the<br \/>\nOne Ring better.<\/p>\n<p>6-4, Borgs will now be more likely to consume a ez_heal if he has several of<br \/>\nthem in inventory or if he is fighting a unique deep in the dungeon. A minor<br \/>\noversight involving a &#8220;more confused&#8221; monster was repaired<\/p>\n<p>6-1, Borgs will now Search, Disarm and Open chests. I tried to influence the<br \/>\nborg to dive quicker to 100 if on 99 and prepped to dive.<\/p>\n<p>5-30, 1) I fixed it so that borgs won&#8217;t prefere Hard Biscuits over Food<br \/>\nRations when low on food. 2) Borgs may store a few more food items in the home.<br \/>\n3) I corrected for a potential problem where the borg may take too many slots<br \/>\nin the house storing foods of different types. I hope these cut down on the<br \/>\nsurge in starvation deaths.<\/p>\n<p>5-29, Added a bonus to borgs to carry more food if they Regenerate but do<br \/>\nnot have Slow Digestion. Fixed a few bugs in the the dragon borg.<\/p>\n<p>5-25, Slime Molds will now be eaten as food if the borg is hungry.<br \/>\nDragonAngband Borg is ready.<\/p>\n<p>5-24, Repaired a bug which had risky borgs crashing the game.<\/p>\n<p>5-17, I allowed the borg_worship variables to work when the dynamic calc<br \/>\noption is on, previously the worship variables only effected the borg if<br \/>\ndynamic calcs were off. Also fixed it so that the borg_plays_risky will work if<br \/>\ndynamic calcs are on.<\/p>\n<p>5-15, Vaevictus is providing scripts for more up to date borg stats. Check<br \/>\nout the stat page. Borgs set on continual play mode (auto respawning) will now<br \/>\nmake high score entries.<\/p>\n<p>5-14, Repaired a possible bug with shop-swaps (buying-selling same item).<br \/>\nShovels will not be carried if the player has crappy digging skills. Stat<br \/>\nreducing attacks are now feared much more. Holy Word is a bit more likely to be<br \/>\ncast when in Questor Combat.<\/p>\n<p>5-11, I attempted to fix a possible reason why some preists get their stats<br \/>\ndrained to zilch (by increasing the skill amount required before attempting to<br \/>\ndisarm traps). Repaired a bug relating to Maggot and mages dancing in town. I<br \/>\naltered the &#8216;reason for not diving&#8217; from &#8220;Uniques &gt;=3&#8221; to the name<br \/>\nof the most shallow unique which must be killed. Now it is not entirely true<br \/>\nthat that particular unique must die (one of the other two could die and that<br \/>\nwould satisfy the borg enough to dive). But having th e name looks cool. I also<br \/>\nadded the name to the depth 99 reason &#8220;Uniques still alive.&#8221; I also<br \/>\nfixed a rare miscalc in which borgs would die to Chaos Beetles. Digging has<br \/>\nbeen altered so that the borg is less likely to dig (requiring greater digging<br \/>\nskills).<\/p>\n<p>5-10, I fixed an error on the borg txt relating to maximizing spell points<br \/>\nonce GOI is legal. I added the recall depth to the borg status window. <a href=\"http:\/\/replay.waybackmachine.org\/20090123183638\/http:\/\/vaevictus.net\/\">Vaevictus<\/a> is putting together cgi scripts for<br \/>\nthe borg stats. I made an attempt to fix the problem that kept mages from<br \/>\ndiving to depth 100 even though they had potions. If you have a borg stuck on<br \/>\ndlevel 99, I&#8217;d like a copy of the save file so I can test the various fixes.<\/p>\n<p>5-7, I fixed the bug that kept the winners from dumping their maps. I added<br \/>\na new borg.txt variable &#8216;auto_respawn_winners&#8217; which will have the borg respawn<br \/>\na new borg right after killing Morgoth. Personally, I like seeing winner screen<br \/>\nwith all the earthquake destruction and the crown laying on the ground. But<br \/>\nsome folks in the newsgroup would like it so they won&#8217;t have to mess with<br \/>\nrenaming saver files after a win. By default this variable will be off.<\/p>\n<p>5-3, Aggrevation curse now has a higher penalty. I corrected the way in<br \/>\nwhich maximal weapon damage is calculated with respect to adding the +to_dam<br \/>\nthen calculating the slay factor. I made some modifications to the weapon<br \/>\nchoice and reward system. The borg was not really considering overlaping slays<br \/>\nand was given great rewards for &#8216;slay everything&#8217; weapons. I have altered the<br \/>\nborg with the following:<\/p>\n<p>1. Slay Animal is only rewarded if Brand Electric is not possesed.<\/p>\n<p>2. Slay Orc and Slay Troll are rewarded less if Slay Evil is possesed.<\/p>\n<p>3. Brand Electric has an increased reward.<\/p>\n<p>These changes will significantly impact how the borg worships Zarcuthra.<br \/>\nAlthough it is a nice weapon, it was receiving too great a reward based solely<br \/>\non the slays. One problem with the altering of SAnimal and BElec will be<br \/>\nlightning breathing hounds and vortices. But I would not worry about that too<br \/>\nmuch.<\/p>\n<p>5-1, I repaired a bug which had mages acting goofy when maggot was around.<br \/>\n15 food rations and light fuels are no longer required since they are so heavy<br \/>\nfor low level characters. The borg who is scumming town will return after about<br \/>\n3500 turns instead of 10,000. I repaired a bug which had borgs planting glyphs<br \/>\nwhile digging out vaults with summoners therein. I also implemented a very good<br \/>\nsuggestion concerning disturb_move. The spell casters will rest to regain mana,<br \/>\nbut resting with ESP will only res t one turn. Now disturb_move will be altered<br \/>\nbased on the danger of near by monsters. This will allow borgs to fully rest<br \/>\ninstead of resting a few turns.<\/p>\n<p>4-25, I lowered the &#8216;out-of-sync&#8217; threshold to 10,000 turns. So the borg will<br \/>\nrealize that something is wrong sooner. I lowered the number of times that the<br \/>\nborg will park and try to enchant his equipment. It was at 500 turns in town,<br \/>\nnow to 350. I also added some time variables to the borg status term window.<br \/>\nThis might help in some debugging of loops.<\/p>\n<p>4-17, I fixed that bug that kept the borg resting to recharge an item that<br \/>\nhad already recharged.<\/p>\n<p>4-16, Bablos and RyanW reported home-purchasing problems with the borg. I<br \/>\ntracked the bug to a faulty check to see if items were cursed. It is now<br \/>\nrepaired. I also improved the borg_restock() function by reducing the need for<br \/>\nCCW if the borg resists blindness and confusion.<\/p>\n<p>4-15, I noticed that the borg was turning auto_scum on when he was &lt;<br \/>\nclevl 5 and on depth1-5. This is pretty insane. So I altered it so the borg<br \/>\nwill not turn on auto_scumming until he is at a safer clevel (35).<\/p>\n<p>4-13, I repaired a potential bug in the borg defence code, the borg may have<br \/>\ntried to read a scroll of Detect Inviso when it was dark and he was out of<br \/>\nlight. I also modified the respawn stats and removed them from borg.txt. Now<br \/>\nthe primary and secondary stats will be rolled at 17, and CON will be 16. These<br \/>\nare values before any race\/class bonuses are added. Secondary stat is usually<br \/>\nDEX except for Priests, they have STR as their secondary.<\/p>\n<p>4-12, Added two more &#8220;scary guys&#8221;: Filthy street urchins, and<br \/>\nFarmer Maggot. Neither one was bad individually but they caused the borg to<br \/>\nrace around town waking up too many towns ppl and that lead to deaths. I<br \/>\nrepaired a potential bug with Azriel&#8217;s listing as a scary guy, since Mages<br \/>\nwon&#8217;t need RNethr Azriel may have been classified as Scary. I made a few minor<br \/>\nimprovements to the digging routines to keep weakling from trying to dig for<br \/>\ntreasure. I also made borgs more likely to rest to regain mana and HP.<\/p>\n<p>4-11, (late in the afternoon) I greatly modified how the mages and priests<br \/>\ntreat their equipment and mana. Once the mage has the GOI spell the borg will<br \/>\nturn on a super mana-worship in order to get the INT up to 18\/200. Priests do a<br \/>\nsimilar thing once they have the Holy Word spell. Again, this is done through<br \/>\nborg.txt. My goal is to get as close to 0% fail on GOI and HW.<\/p>\n<p>4-11, There must have been some problems with my updates. I had patched the<br \/>\nborg to fix the cursed shovel business but something must have gotten messed up<br \/>\nwith the upload. I have repatched those areas so that the borg will better<br \/>\nhandle cursed equipment. I implemented a suggestion from Riivo not to force<br \/>\nmages to have RNethr or RChaos if they have good HP and reliable GOI. This will<br \/>\nallow your mage borgs to dive faster since they do not have to wait for these<br \/>\ntwo resists at depth 60. What &#8220;reliable&#8221; means is this: If a mage has<br \/>\ngreater than 650 HP <em>and<\/em> RBlind <em>and<\/em> RConf <em>and<\/em> ESP <em>and<\/em><br \/>\nGOI is at least 4% fail. Thankfully I was able to code this into the BORG.TXT.<br \/>\nSo if you do not want to have this implemented then you can modify those two<br \/>\nlines of borg.txt (all send a warm-fuzzy to Adam). <strong>Please update your<br \/>\nborg.txt<\/strong><\/p>\n<p>4-10, Borgs are now more likely to purchase *Enchant* scrolls. Borgs are now<br \/>\nless likely to waste their CCW on annoyances (Blind Warrior with ESP, Cuts when<br \/>\nHP are high). The cursed shovel thing is (I hope) repaired.<\/p>\n<p>4-4, Lowered the amount of time that priests and paladins will spend<br \/>\nenchanting their stuff (cut in half). Riivo submittted a patch to repair some<br \/>\nbugs in the swap code which may have been causing errors and crashes on Win2k<br \/>\nmachines. Several winners in the past couple of weeks.<\/p>\n<p>3-19, Lowered the threshold for the &#8216;out-of-sync&#8217; borg to attempt to<br \/>\nresynchronize with the game. I updated the <a href=\"http:\/\/replay.waybackmachine.org\/20090123183638\/http:\/\/itctel.com\/~apwhite\/Andrew\/download%5Chas_lite.zip\">has_lite<br \/>\npatch for 292<\/a> and enabled it for the binaries here.<\/p>\n<p>3-15, Repaired the bug which made certain classes (mostly rogues) store<br \/>\nseveral hundred speed pots in the house. This error was a big deal because he<br \/>\nwould junk more important items to make room for more speed pots. I also tried<br \/>\nto speed the borg up some by eliminating two monster race scans that occur<br \/>\nafter depth 75. They were related to looking for the Tarrasque instead of<br \/>\npointing to the index (539). It now looks directly at the index. This is only a<br \/>\nconcern for people who use the JLE patch and move The Tarraseque from its<br \/>\nlocation (monster 539). The borg will now return to his home if he has been<br \/>\naway ofr longer than 10,000 turns (regardless if fighting a unique, or a vault<br \/>\non the level).<\/p>\n<p>3-14, The game option of auto_more will now be set FALSE by the borg. I also<br \/>\nmodified the borg stat roller to use primary and secondary stats. Jesper Nelson<br \/>\nsubmitted a patch which will allow randomly generated borgs to have higher<br \/>\nstarting (but still legal) stats. For example a Warrior would roll for 17 STR<br \/>\nand 17 DEX and 16 CON, while Mage would want INT to be maxed instead of STR.<br \/>\nThese values are called upon when the auto_respawn_class is -1 (for random)<br \/>\notherwise the starting stats from borg.txt are used. Also, a note is made in<br \/>\nthe message log about how many turns it took the stat roller to meet the<br \/>\nminimal requirements. Several folks have <a href=\"http:\/\/replay.waybackmachine.org\/20090123183638\/http:\/\/itctel.com\/~apwhite\/Andrew\/winners.html\">submitted<br \/>\nwinners<\/a>, so the list is growing.<\/p>\n<p>3-9, I attempted to repair a bug which kept the priest borgs from diving to<br \/>\ndepth 100 if they had Life potions instead of *Healing* as their emergency<br \/>\nheals. If you have a priest at depth 99 and it has more than 25 *Healing* and<br \/>\nLife potions and it won&#8217;t dive, then please <a href=\"mailto:apwhite@itctel.com\">let<br \/>\nme know<\/a> and send me the file. Also, I very minor bug fix to<br \/>\nborg_home_power() related to the priest Restoration spell. <span style=\"text-decoration: underline;\">You will need to<br \/>\nreplace your borg.txt<\/span><\/p>\n<p>3-8, Fixed a bug which could make the borg collect ego weapons if he was<br \/>\nwielding a randart digging weapon.<\/p>\n<p>3-7, Fixed an error which kept borgs fighting in dangerous situations if<br \/>\nthere maximal hitpoints were greater than 550. It should have been the current<br \/>\nHP instead. Also fixed several things related to wearing cursed items. 1)<br \/>\ncursed shovels won&#8217;t be selected and the borg will not try to swap out a cursed<br \/>\nweapon to wield his shovel. 2) buying scroll of *remove curse* (he already knew<br \/>\nto use them, just not buy them). 3) Improvements on identifying what items are<br \/>\ncursed.<\/p>\n<p>3-5, Fixed a bug that kept priests from diving to depth 100. Fixed a minor<br \/>\nissue relating to the purchasing-selling loops. You will need to update your<br \/>\nborg.txt file.<\/p>\n<p>2-28, Fixed a bug that allowed the borg to crush really nice ego items if<br \/>\nthey suffered some acid damage. Borgs will now not dig if they are in danger,<br \/>\nbut will use the Stone to Mud spell.<\/p>\n<p>2-27, Encouraged the borg to carry more missiles, and to carry less food (to<br \/>\navoid being slow while low STR) This (most likely) will not impact the rate at<br \/>\nwhich borgs die of starvation.<\/p>\n<p>2-26, Minor repair to the shoveling code (again). Minor alteration to<br \/>\nimprove the Banishment spell. Minor fix to keep the borg from trying to pick up<br \/>\nand item when all his inventory slots are full.<\/p>\n<p>2-24, Minor but possibly sgnificant change in how the borg calcuates the<br \/>\neffectiveness of the Banishment spell. Also swap weapons as diggers improved:<br \/>\nRandarts with tunnelling counted, and if the Stone to Mud spell is legal, then<br \/>\nno diggers are carried.<\/p>\n<p>2-22, Forbade the borg from crushing Speed potions (Although mages might do<br \/>\nit later), Applied some patches from Markus L. to smooth out a couple of rough<br \/>\nedges. Also, borgs are more likely to back into a corridor if surrounded, even<br \/>\nif the first few steps are dangerous.<\/p>\n<p>2-21, Teleport Level is now used to escape a very dangerous level if the<br \/>\nborg has no Teleports or Phase. The borg will no longer Bash doors if he is<br \/>\nweak from hunger.<\/p>\n<p>2-20, A few more purchase restrictions, this time paladins and rangers<br \/>\nbuying that 2nd spell book before clevel 8. Removed the dlevel 25 &#8216;teleport7&#8217;<br \/>\nrequirement for mage and priests if they have 0% fail on the teleport spell and<br \/>\nRBlind and RConf.<\/p>\n<p>2-19, I restricted the low level borgs ability to buy things in order to<br \/>\nconserve money for more imortant items. For example a brand new borg would buy<br \/>\n5 more Food items, and 5 more Torches. Spending about $40 on these. A mage<br \/>\nmight by the next spell book for $125, even though he can not read a spell<br \/>\nuntil clevel 5. So I have restricted his ability to buy these items if he<br \/>\nalready has enough. I also made a few minor enhancements to DVE&#8217;s Borg Status<br \/>\nWindow. I repaired a bug which had the borg acting twitchy in town and bouncing<br \/>\noff and on the stairs until he died. I reduced the number of Heal Pots required<br \/>\nfor Mages and Priests. Update your borg.txt.2-18, Several changes 1) altered<br \/>\nand improved the way the borg collects and uses Speed Potions for the end game.<br \/>\n2) reduced the fear of uniques who summon other monsters. 3) repaired a bug in<br \/>\nthe borg_ready_morgoth calculations 4) borg will remove the borg_on_level flag<br \/>\nif he kills a unique on that level (otherwise he would stay on that level for<br \/>\nabout 8000 turns) 5) Monstes to teleport or blink, or polymorpth are no longer<br \/>\nconsidered dead but are deleted from the monster list. 6) improved how the borg<br \/>\nwill fear the final uniques at the deep levels as he prepares for Sauron and<br \/>\nMorgoth. 7) repaired an error in the borg_heal() routine that could creep in<br \/>\nwhile fighting Questors. 8) borg is more likely to use Mana Storm on uniques.<br \/>\n9) the fear of collateral damage from spells reduced (ice shatters potions,<br \/>\nborg penalized the spell by 2000 pts). Collateral damage fear removed entirely<br \/>\nfor Mana Storm spell. 10) use of Banishment improved. 11) use of perma spells<br \/>\nwhile holding the immunity made smarter. 12) borg a little braver about chasing<br \/>\ndown a unique and picking a fight with it. 13) resting to recharge an item now<br \/>\nchecks for nearby monsters. 14) added the weapon slays to the borg status<br \/>\nwindow. 15) I think I fixed that junk at the end of the line in the .map<br \/>\nfile<\/p>\n<p>1-31, A few fine tuning of the shovel code, including the bug that had him<br \/>\ncrushing his main weapon as soon as he swapped in the shovel.<\/p>\n<p>1-27, The borg will now carry and use Diggers (shovels, picks). He will swap<br \/>\nthem in right before digging, then wield his weapon as soon as the dig is<br \/>\ncomplete. I fixed a bug with borgs being out of light and wanting to the<br \/>\nstairs.<\/p>\n<p>1-25, Repair to the Azriel scary_guy code. Some repairs and changes to how<br \/>\nthe borg fears uniques at low levels. Also some changes and improvements to the<br \/>\n&#8220;leash&#8221; on the low level borgs.<\/p>\n<p>1-24, I made some improvements to how the borg refreshes the GOI spell. I<br \/>\nalso improved the way the borg handles his preparedness for the final two<br \/>\nquestors and their levels.<\/p>\n<p>1-23, 1) Tinkered with a few of the borg_defense() maneuvers. 2) Tinkered<br \/>\nwith the upper end borg_heal() stuff. 3) Borg will not dig a-s corridor into a<br \/>\nperma-wall (&#8220;Dayam, this rock is tough&#8221;) 4) Borg will not drop to<br \/>\ndlevel 99 until non-Questor uniques are dead (most of the time). 5) added a new<br \/>\nborg.txt option borg_scums_uniques. When TRUE it will turn on the autoscumming<br \/>\nif the borg is waiting to kill a unique in order to dive. 6) The borg is now<br \/>\nallowed to dive to 99, under special conditions, even if uniques are still<br \/>\nalive. 7) The borg will immediately cast Teleport Level to rise to 99 if he<br \/>\nrecalls to dlevel 100 and he is not ready to fight Morgoth.<\/p>\n<p>1-22, I fixed the crash bug that crept in on the 1-19 release. I repaired a<br \/>\nbug in the way the borg collects Res Mana pots for the final fight. I also<br \/>\nmodified the low mana threshold for when the borg will rest to regain mana. I<br \/>\npatched a hole in borg_heal().<\/p>\n<p>1-19, A couple of fine tunes to the anti-summoning routine. He will not<br \/>\ntunnel if confused, out of light, or too weak (or no stone to mud spell). He<br \/>\nwill not tunnel if the summoner is further than 8 grids away.<\/p>\n<p>1-18, The borg will now dig anti-summoning corridors. He will do this in a<br \/>\nlimited way. The summoner must be adjacent to a wall, and that wall grid must<br \/>\nnot have more than 4 floor grids touching it. Please report any abnormal<br \/>\nbehavior with this behavior. I also added some changes so that the TK borg can<br \/>\nbe updated without too much effort from Tim B.<\/p>\n<p>1-16, 1) Repaired a bug relating to the borg exploiting offset-target ball<br \/>\nspells and Orb of Draining. 2) The borg will try to avoid carrying staves down<br \/>\nto fight Morgoth, since he drains them to heal himself. 3) Tweaked the use of<br \/>\nBanishment for Priests. 4) Mushrooms of Restoring are stored in the house for<br \/>\nuse against Morgoth.<\/p>\n<p>1-12, Altered the RFire and RCold perma spells so that the borg will (more<br \/>\nlikely) cast them if fighting a unique. Borg now reports if he is standing on a<br \/>\nstair (used in debugging certain types of twitchy town deaths)<\/p>\n<p>1-11, Repaired how the borg sees and averages the danger of spell attacks<br \/>\nfrom monsters. I also modified the &#8216;short leash&#8217; on borgs to keep them close to<br \/>\nthe stairs.<\/p>\n<p>1-9, Repaired a minor error on low level borgs exploring the dungeon far<br \/>\nfrom stairs.<\/p>\n<p>1-2, Added the auto_stop_clevel, _dlevel and _king to the borg.txt file.<\/p>\n<p>1-1, 2001 I repaired some bugs that crept in when I messed up my downloads the<br \/>\nother day. Priests have a slightly different way of handling this Glyph arrays,<br \/>\nincluding then glyphs are destroyed. It sure would be nice if the glyph spell<br \/>\nhad a launch message like the scroll. RR- think you can put that back in for<br \/>\n292?<\/p>\n<p>12-30, Fixed a bug in the borg_perma_spells(); the priests were not casting<br \/>\nRFire or RCold.<\/p>\n<p>12-29, A few minor fixes. 1) how the borg uses Holy Word, 2) tried to fix a<br \/>\nbug that caused the borg to be twitchy in town instead of taking stairs. 11-24,<br \/>\nAdded two more winners. Made changes and corrections to the way the borg uses<br \/>\nDetect Invisible spell. I fixed some errors in borg_power pointed out from Adam<br \/>\nG. Lastly, made a few modifications to how items are sold if the<br \/>\nborg_worships_gold.<\/p>\n<p>11-21, Made a correction to the use to Teleport Away; I think I finally got<br \/>\nit right \ud83d\ude42 I repaired a hack for fighitng the Tarrasque. Oh and I went deer<br \/>\nhunting this morning and got a really nice doe.<\/p>\n<p>11-20, Made some clean ups to the code. Altered: 1) added a<br \/>\nborg_worships_gold to the borg.txt; you can read about it in the borg.txt. 2)<br \/>\nSlight improvement to how the borg uses LIfe potions when fighting Morgoth.<\/p>\n<p>11-17, Repaired the inscription routines which could result in a very minor<br \/>\nbug. Added another <a href=\"http:\/\/replay.waybackmachine.org\/20090123183638\/http:\/\/itctel.com\/~apwhite\/Andrew\/download%5Clanebril.txt\">Winner<\/a> to the list.<\/p>\n<p>11-16, Cleaned the code a bit. I was asked to move all the borg related<br \/>\nfiles to \\lib\\user\\ which I did. I now ask you to move your borg.txt file to<br \/>\n\\lib\\user\\. This helps to clean the directories up a bit and when Angband 2.9.2<br \/>\ncomes out, it will be important to have the directory structure clean. If you<br \/>\ndo not have your borg.txt file in the user directory, then your borg will run<br \/>\nwith the default values on. Grahame White had another <a href=\"http:\/\/replay.waybackmachine.org\/20090123183638\/http:\/\/itctel.com\/~apwhite\/Andrew\/download%5Cciratlin.txt\">winner<\/a>. Nice job. Keep those Winners and<br \/>\nAlmosts in the email. And plz include the number of turns your borg had. You<br \/>\ncan read the final battle in the borg diary called battle.log.<\/p>\n<p>11-14, 1) Borg will takeoff items which grant regeneration if starving and<br \/>\nin town. 2) Made some repairs to the food and slime mold inscriptions; caused<br \/>\nproblems on unix machines. 3) Slight change to how the borg heals when fighting<br \/>\nQuestor monsters; he uses potions and won&#8217;t risk the fail of a rod or staff. 4)<br \/>\nIncreased his bravery while fighting Sauron. 5) Borg conserves his arrows alot<br \/>\nmore now. 5) The retreat code was modified to make him more likely to retreat<br \/>\nwhen surrounded by monsters, 6) He may rest on a stair if recooping his mana.<\/p>\n<p>11-13, 1) Made a repair and re-instated the Refreshing of GOI for mages. 2)<br \/>\nChanges to borg_escape() and borg_heal() to reduce risks of spell failures. 3)<br \/>\nI modified how the Tank Mage uses swaps; he had trouble diving. 4) Cleaned up<br \/>\nthe borg_log_battle() code for unix users. 5) Borgs will inscribe food and<br \/>\nSlime Molds (he keeps a few as pets)<\/p>\n<p>11-8. Several tweaks. 1) Rods of Ident now have a fail check. 2) Increased<br \/>\nthe borg auto roller to 500,000 instead of the 64,000. 3) Increased the penalty<br \/>\nfor using Broken Weapons. 4) Increased the penalty for carrying heavy stuff. 5)<br \/>\nModified the anti-clock overflow checks slightly. 6) Added a fail check to the<br \/>\namt_recall for spells. Some low intelligence borgs could not cast it. 7)<br \/>\nModified the cure blindness check in borg_heal() to avoid fixing blindness in<br \/>\nextreme danger when the borg has a teleport staff (and can successfully use<br \/>\nit). 8) Increased the urgency of restocking items in inventory. 9) Added a few<br \/>\nmore forms of phase to the &#8220;buying time for recall&#8221; section of<br \/>\nborg_caution(). 10) I added a special check and cure for confusion in borg_heal();<br \/>\nit relates to being confused and not being able to use a teleport staff with<br \/>\nsuccess. 11) Modified borg_flow_kill() so that he would not flow to &#8216;FRIENDS&#8217;<br \/>\nmonsters unless he and the monster are in hallways. This should cut down on<br \/>\nCave Spider deaths and other types where he gets whoopped by a gang.<\/p>\n<p>11-7, 1) Modified the penalty to Rangers and Rogues for wearing gloves; I<br \/>\nmade it less severe than mages. So they may wear gloves but at a penalty of<br \/>\n15000 pts, that translates to gloves of +8 AC will be worn. But if the<br \/>\nborg_worships_ac then he will be more likely to wear gloves of lesser AC (maybe<br \/>\n+5). 2) I attempted to repair a crash problem related to the borg_log_battle().<br \/>\nLet me know if you have problems with this routine in Linux.<\/p>\n<p>11-6, 1) I had to make a tiny fix to the back_swap() routine; it was looping<br \/>\nwith GOI on. 2) I also moved the auto stop variables to the borg.txt file.<br \/>\nThese three variables, when set, can tell the borg to stop at certain clevels,<br \/>\ndlevels, or when he wins the game. 3) Tiny fix on when the borg can retreat.<\/p>\n<p>11-3, Actually I had two winners yesterday. The other was a High Elf Mage.<br \/>\nYou can read about him above. I made a tiny change to borg_wear_stuff() so that<br \/>\nhe would not exchange items if he were in danger (unless that slot was empty).<br \/>\nI also set up collection and use of Potions of Beserk Strength. They are saved<br \/>\nby non-mage and non-priests, kept in the house until late in the game. He will<br \/>\nuse them when fighting uniques. I added a check for {indestructible} items.<br \/>\n{special} and {terrible} were already considered.<\/p>\n<p>11-2, Had a Winner today. A dwarf priest. Some repairs to the overhaul. A<br \/>\ncomplete detail may come in a day or two. I had the borg keep a diary of his<br \/>\nfight with Sauron, and Morgoth. It will be in Battle.log. I added a Tank Mage<br \/>\nplay style to high level mages. Basically, they try to conserve mana to keep<br \/>\nthe GOI up and use a massive damage weapon on monsters. I also had to fix the<br \/>\ndefence maneuver of Earthquake, it was miscalculating the benefit and so was<br \/>\nusing it too much. Other changes include: 1) don&#8217;t crush spell books to make<br \/>\nroom for items, 2) altered the collection of restore mana for fighting unique,<br \/>\n3) recalc of danger if PFE is on, 4) encourge borg to stay in the fight with<br \/>\nMorgoth even if very dangerous, 5) Do not use Word of Destruction on Morgoth.<\/p>\n<p>10-31, Major overhaul completed. Adam Goodman submitted a massive patch with<br \/>\nnumerous tweaks and some fine new code. The list of changes is extensive and<br \/>\nmuch of it relates to better handling of his equipment\/inventory. You will find<br \/>\nthat he dives faster and has greater life expectancy. Also, he and I worked on<br \/>\na Borg Configuration. Where you, the player\/observer, can configure and<br \/>\ncustomize the borg through a borg.txt. The borg.txt file should be placed in your<br \/>\n\\bone\\ directory. Then modify the variables to how you want the borg to play.<br \/>\nMore variables will be added as time goes on. The borg.txt has nice<br \/>\ndocumentation so read it for specifics. <a href=\"mailto:apwhite@itctel.com\">Send<br \/>\nsome feedback<\/a>.<\/p>\n<p>10-26, I increased the reward for Warriors, Paladins, and Rogues to carry<br \/>\nColluin (for the activation). I added Colluin to the list of BP_activations but<br \/>\nonly if a unique is on the level. I modified the BP_ spells to increase their<br \/>\nusage if uniques are on the level and especially if a unique is near the<br \/>\nplayer. I added the anti-buy-sell code to one other place where it could happen<br \/>\n(Best Fit). Boosted the Magic Missile damage for low level mages; too many were<br \/>\ngoing melee with and dying to Kobolds and they still had 2 or 3 mana pts. I<br \/>\nadded a varied AC bonus, so AC is worth less as you gain in clevels. I<br \/>\nincreased the danger from Nether attacks and lowered it&#8217;s requirement to dlevel<br \/>\n55 instead of 60. I increased the message buffer dump if the player dies on<br \/>\ndlevel 100; this might help us get a better feel of what happened if they die<br \/>\nto Morgoth.<\/p>\n<p>10-24, Repair to DragonBorg: Dragon Mages did not like to wear rings in one<br \/>\nparticular slot. I also added some requested code for Bablos.<\/p>\n<p>10-23, I made repairs to the DragonBorg. No changes to the Vanilla borg.<\/p>\n<p>10-19, Had a ***WINNER*** today. Human Mage. I had to make multiple changes<br \/>\nscattered throughout the code relating to how a borg deals with GOI, as well as<br \/>\nmany other changes. Here is a brief description. Increased the bonus for<br \/>\ncarrying Ringil, modifed the section in borg4.c relating to preparations for<br \/>\nthe big fight, encouraged the borg to drink his Potions of Life is his stats<br \/>\nare drained and fighting Morgoth.<\/p>\n<p>10-18, Minor tweaks how he borg deals with resists at deeper levels. I<br \/>\ninstalled the &#8220;genocide hounds.&#8221; So now he will kill hounds when he<br \/>\nenters a deep level so long as it is safe and he is in full health (and health<br \/>\nis at least 400). Resting to recharge Rod of Healing will not occurr is the big<br \/>\nRecharge Spell is legal. I modified the way the borg calculates danger while<br \/>\nGOI is up.<\/p>\n<p>10-17, I modified the way the borg handles weakness from hunger so that he<br \/>\nwill also consume potions for their nutritional value. I also tinkered with the<br \/>\nMass Genocide spell to see if I can get it to work better, including rewarding<br \/>\nthe borg for carrying Mass Genocide Scrolls.<\/p>\n<p>10-16, Fixed a potential bug in the Speed spell. Modified the Slay and Kill<br \/>\nDragon to be less desirable. Fixed a potential bug in the way the borg tracks<br \/>\nand forgets some types of monsters. I now have all the *.map files dump to the<br \/>\n&#8216;save&#8217; directory. I also reworked the Panel Shift code to shift the panel with<br \/>\napproaching the edge of the screen. He does this after dlevel 70.<\/p>\n<p>10-13, Fixed a potential bug in the re-worked Genocide Spell. It was<br \/>\npossible for him to a non -existant monster. It was highly unlikely that it<br \/>\nwould occurr, but you never know.<\/p>\n<p>10-12, I am still trying to pin down some common overflow bugs. One relates<br \/>\nto ID&#8217;ing a previously ID&#8217;d randart phial. Another involves reading a recall<br \/>\nscroll. And to my great disappointment my very promising mage died on level 71<br \/>\nto starvation. He was stuck bouncing on an item wanting to pick it up but his<br \/>\ninvenotry was full. I have no idea what he was thinking. There are several<br \/>\ncontrol measures that should stop that. Also, I repaired a bug in the new<br \/>\nGenocide calculations.<\/p>\n<p>10-10, I improved the way Genocide is calculated. I altered the way Heal<br \/>\nPotions are used when fighting Morgoth. And that required a slight increase in<br \/>\nthe number of ez-heal potions required for the final fight.<\/p>\n<p>10-9, Fixed a bug in the calculation of Mass Genocide. The borg thought it<br \/>\nworked on Uniques too. Fixed a hidden bug relating to waiting for the Recall to<br \/>\nkick in; sometimes the borg would rest too close to monsters. Modified the Prep<br \/>\nvalues for preparedness. Now instead of the ambigious &#8220;level&#8221; or &#8216;hp&#8217;<br \/>\nresponse, it will give the exact reason. ex: &#8217;50 hp&#8217; or &#8217;25 clevel&#8217;. I also<br \/>\nfixed a bug that only occurred in the old tiles graphics. The borg would try to<br \/>\ndisarm Glyphs. This is because on the tile for traps and glyphs is the same in<br \/>\nthe Old Tiles. This bug did not occurr in ASCII or AB Tile mode.<\/p>\n<p>10-5, Fixed a bug in the priest defence spell Banishment (non evil critters<br \/>\nwere included and they should not be). I modifed the danger of melee fights<br \/>\nwith monster who HAVE_FRIENDS or ESCORTS or BREEDERS. I Added the WoR<br \/>\ncount-down to the death dump. This way you can see how many turns the borg<br \/>\nneeded before he would have returned to town. I know, I will cry too if the<br \/>\ncount is only 1. I modified the penalty for Mages who encumber themselves with<br \/>\nheavy armour (again). I made a few changes to strongly discourage the borg from<br \/>\nbeing a Tank Mage. Mages are now far more less likely to melee. Finally, I<br \/>\nallowed the borg to throw his last few oils at Grip and Fang. Before, he would<br \/>\nthrow TV_FLASKs but he would always keep his last 5. If he is fighting Grip and<br \/>\nFang, he is now allowed to throw them and hopefully dispatch the two muts, and<br \/>\navenge the deaths of 50-60 ancestors.<\/p>\n<p>10-4, I rewrote and renamed the borg_takeoff_stuff(). It works a little<br \/>\nbetter now. It is supposed to remove items that are considered useless. I fixed<br \/>\nthe circular queu for remembering previous borg steps. I also modified the way<br \/>\nArmour Class is rewarded (yet again). I think I like it like this. I also<br \/>\nincreased the penalty for wearing heavy armour which decreases mana. I put a<br \/>\n&#8220;area-clear-of-monsters&#8221; restriction in place for when the borg casts<br \/>\ndetection spells.<\/p>\n<p>10-3, I made a few minor changes and 1 huge one. 1. Priests just starting<br \/>\nout will sell the Potion of Healing and use the money to buy equipment and cure<br \/>\ncrits. 2. Borg will buy and store cure serious if low clevel. 3.<br \/>\n&#8220;Freedom&#8221; grids now include up-stairs and will be chased from the<br \/>\ndungeon. 4. Added an array to track where the borg has stepped. Like a trail of<br \/>\nbread crumbs. He will consider these grids when trying to retreat to a safer<br \/>\nplace. The theory being that where he just stepped from will have less monsters<br \/>\nthan retreating down an unexplored corridor which may have more monsters yet<br \/>\nundiscovered. &#8220;Happy&#8221; grids now include these grids where the borg<br \/>\nhas stepped. I would prefere to have the borg only store the last 50-75 steps.<br \/>\nBut I am not that familiar with CMAKE() and how it works. I set up the array to<br \/>\nstore 255 grids. I fear that the borg may get screwy when the array reaches<br \/>\nover 255. If anyone knows how to delete the 1st step from memory when the 75th<br \/>\nstep is reached, and then shift all values down one position, <a href=\"mailto:apwhite@itctel.com\">I&#8217;d appreciate knowing it<\/a>. Also if your<br \/>\nborg crashes the game, and it generally does not do that, then <a href=\"mailto:apwhite@itctel.com\">let me now<\/a>. It may be related to this<br \/>\narray overflowing<\/p>\n<p>10-2, I spent a lot of time this weekend working on human mages. I was<br \/>\ntinkering with the value of increased armour class. The mages increased their<br \/>\naverage clevel considerably. But they tended to wear so much armour that their<br \/>\nmana was reduced to virtually nothing. I still don&#8217;t have them getting over<br \/>\nclevel 25 with any consistency. Warriors, however,.seem to have very little<br \/>\ntrouble getting to clevel 25.<\/p>\n<p>9-29, Repaired the stat roller for the continual play borgs. Modified the<br \/>\nslight bonus given to using melee weapons for low level spell casters. I<br \/>\nreduded the random nature to some spells: Various methods of attacks would<br \/>\nreturn 0 10% of the time. This had been done to provide random spell use and<br \/>\nprevent some loops. Loops have been reduced so this can be removed. I also had<br \/>\nto fix an error introduced by using the Magic Missile in emergency situations.<\/p>\n<p>9-28, I made some huge hacks to keep mages alive. Including: 1. Modifying<br \/>\nthe Flow_kill. 2. Emergency use of Magic Missile. 3. Decreased the flee<br \/>\nthreshold for breederlevels. 4. Removed the restrictions which kept the borg on<br \/>\nthe level for a minimal amount of time. 5. Kept low level mages close to the<br \/>\nstairs-not allowing them to wander too far off. 6. Reduced the amount of food<br \/>\nthat the player will carry, in an attempt to keep him from becoming slow. 7.<br \/>\nRemoved the my_speed variable and replaced it with auto_speed. my_speed was an<br \/>\napporoximate, while auto_speed is the actual extracted speed. (At the end of<br \/>\nthe day, I had to fix a bug I introduced by messing with the my_speed and<br \/>\nauto_speed)<\/p>\n<p>9-27, I had to modify the attack for Wands of Wonder, for some reason, the<br \/>\nborg was locking up on this. Previously, he used them without any problems. I<br \/>\nmodified how the borg uses the ez_heal potions to encourage their usage if he<br \/>\nis low on teleport ability. Same change to use of Staff of Destruction. I saw<br \/>\nsuch a favorable response in the borg to the increase in AC from 10 to 20, that<br \/>\nI increased it to 50.<\/p>\n<p>9-26, I fixed an error in how the borg calculates danger from mana storms<br \/>\nand that water storm spell. He had been underestimating the damage. Also, I had<br \/>\nsome problems with my ftp program not over-writing my zip files on the webpage,<br \/>\nso some of the recent changes may not have been uploaded correctly. I have<br \/>\ncorrected the error and, hopefully, the files should all be updated with the<br \/>\nmost recent fixes. I also increased the reward for the first 20 pts of armour<br \/>\nclass instead of 10. I also restricted the purchase of items from the BM a bit.<br \/>\nIt caught the borg buying elvish waybread from the BM when he was only clevel<br \/>\n1, those funds would be better spent elsewhere.<\/p>\n<p>9-25, I fixed a bug that kept the borg from selling certain items to the<br \/>\nshops. Modified the use of Holy Word in borg_heal. Increased the reward for<br \/>\ncarrying Scrolls of Teleportation deeper in the dungeon. Forced the<br \/>\nSeed_Randart and do_randart() with the continual play borgs. Smoothed out the<br \/>\nborg_escape a bit more to make him more cautious. Made Nether more scary. I<br \/>\nalso had the borg Bash locked doors down if he is too clumsy to Open (Pick)<br \/>\nthem. Told the borg to save his arrows when fighting whimps. He would waste<br \/>\nthem on easy guys then have none left for the real hard guys. Please give me some<br \/>\nfeed back on how well this works.<\/p>\n<p>9-21, Modified several things: 1. borg_emergency_phase() to avoid a nasty<br \/>\nhabbit of teleporting in town when poisoned or bleeding. 2. how the borg<br \/>\nhandles fail rates on teleport staffs (again). 3. teleport away, can now be<br \/>\nused on uniques. 4. added more clevel dependance to dlevels in borg_prep(). 5.<br \/>\nadded more information to the character map dump. 6. borg_escape() to make him<br \/>\na bit more cautious at lower clevels.<\/p>\n<p>9-20, Borg told to escape breeder levels a little more quickly if he is low<br \/>\nlevel. Version Date inserted now at the time of compile. Told the borg not to<br \/>\nchase down town monsters until clevel 5. He will still attack them if he has a<br \/>\nclean shot, but he won&#8217;t persue them now. This is an attempt to lower the incidence<br \/>\nof death by Battle Scarred Vets (the #2 borg killer).<\/p>\n<p>9-19, Jurrian reported that a very promising borg died on dlevel 86 from a<br \/>\nfatal wound, even though he had 2 Potions of Life. Darn. The borg will now<br \/>\ninclude the ez_heal potions in his &#8220;critical attempts&#8221; to cure poison<br \/>\nand cuts. I encouraged the borg to wear items of FeatherFalling if he is low<br \/>\nlevel. This might cut down on some trap deaths.<\/p>\n<p>9-18, Updated the DrAngband borg with recent changes (from before my trip to<br \/>\nIdaho) and finally got the Windows version working correctly.<\/p>\n<p>9-15, Adjusted how the borg reacts to poison. Adjusted how the borg deals<br \/>\nwith Farmer Maggot; he won&#8217;t attack him until clevel 5. The borg tends to chase<br \/>\nMaggot all around waking up town monsters and then he is left to deal with<br \/>\nthem. Hopefully by clevel 5, the borg can dispatch Maggot a little quicker or<br \/>\nat least be in a better position to deal with the awake monsters. I also had to<br \/>\nmodify the borg_surrounded() incase the borg is ignoring breeders. He got stuck<br \/>\nin a dead end and kept retreating further into the dead-end. Eventually he<br \/>\nwould have starved to death.<\/p>\n<p>9-14, Fixed several things: 1. An error and some tweaks in<br \/>\nborg_danger_aux(). 2. Modified the Retreat and Backing Up routines from<br \/>\nborg_caution(). 3. Added an extra danger level for borg_escape(). 4. Increased<br \/>\nthe restrictions for low clevel diving in borg_prepared(). 5. Fixed a bug in<br \/>\nthe continual play mode. The borg&#8217;s recall depth was not reset to zero after<br \/>\nthe new borg started. 6. Borg would already ignore sleeping town monsters with<br \/>\nranged attacks. He now ignores them with physical attacks as well. Two of the<br \/>\ntop five borg killers are town monsters. Perhaps they should be avoided more.<\/p>\n<p>9-13, Increased the danger of Gravity Breathers. Added a danger check before<br \/>\nborg will &#8216;crush&#8217; items. Too often he would boost bravery then crush an item<br \/>\ninstead of fighting. Changes to the web page. Added some <a href=\"http:\/\/replay.waybackmachine.org\/20090123183638\/http:\/\/itctel.com\/~apwhite\/Andrew\/archive.html#C3\">Data<br \/>\nTables<\/a> to illustrate the borg deaths and see his weaknesses. It was<br \/>\nsurprising for me to see just how low the average borg level was. I thought he<br \/>\ndid much better than this.<\/p>\n<p>9-11, Minor code changes, just a few housekeeping issues.<\/p>\n<p>9-8, Adjusted when the borg will use his cure_crits versus star_heals when<br \/>\nfixing his life threatening do_confused and do_blind. Adjusted the fail rate to<br \/>\ngive the borg some &#8220;desparation&#8221; in attempting to use a staff of<br \/>\nteleportation. There were a few deaths when he should have tried to use the<br \/>\nteleport staff but thought he would fail so he did not even try. His inaction resulted<br \/>\nin death. He should at least attempt it on a teleport staff. After all, they<br \/>\nare used in a desparate situation.<\/p>\n<p>9-7, Tiny fix on the has_lite.zip to make sure monster memory is updated<br \/>\ncorrectly. Minor fix on a potential overflow bug related to targetting the<br \/>\noutside perma-walls.<\/p>\n<p>9-6, Tiny fix on the has_lite.zip to fix some extra stuff which had been<br \/>\nstuck into the .dif.<\/p>\n<p>9-5, Just a few minor tweaks to help the borg if he runs out of light; to<br \/>\nrefuel_torch() &amp; _lanter(), danger of light draining attacks (silver<br \/>\njelly), potential for overflows addressed in borg danger(). I reconsidered RR&#8217;s<br \/>\nsuggestion to remove the amt_ident requirements for borg_prep(), they are now<br \/>\nremoved. I made an accomodation for the borg if he is fighting monsters who<br \/>\nhave the HAS_LITE flag.<\/p>\n<p>9-1, Added a sweet routine to get the borg to back into hallways to avoid<br \/>\nbeing surrounded by monsters. JWBlack mentioned how borgs get surrouned by<br \/>\norcs, and have no way to escape. I have considered this several times before<br \/>\nand I always thought to approach this via bord_danger(). As I thought about it<br \/>\nlast night, I came up with the borg_surrounded() in borg6.c Basically, he<br \/>\ncounts the number of monsters within 3 grids of him (skipping certain types),<br \/>\nand the number of free grids (open floors, open doors- something to which he<br \/>\ncould walk). If the number of monsters is greater than the number of free grids<br \/>\nthen he will consider a strategic retreat. It seems to work really well. I saw<br \/>\nhim back away from several monster groups and save himself with the routine<br \/>\nseveral times. I believe this will greatly assist low clevel borgs.<\/p>\n<p>8-30, minor tweaks to a couple things, not worth mentioning.<\/p>\n<p>8-29, I added the ability to select certain races for the continual play<br \/>\nborgs and screen saver. In the angband.ini file you can indicate the race and<br \/>\nor class you want all the borgs to be or you can select minimal stats for the<br \/>\nborg to use when it is rolling up a new character. See the documentation in<br \/>\nangband.ini. For those of you who do not use windows and therefore not using<br \/>\nthe angband.ini file, you can make those changes to the variable.c file then<br \/>\nrecompile. Just search for the word borg in variable.c and you will find it.<br \/>\nIt&#8217;s near the top. This function was adapted from Dennis&#8217; Borgband which as<br \/>\nthis option. I also made a slight modification to how borgs locate broken doors<br \/>\nvs open doors.<\/p>\n<p>8-25, Fixed one of the possible store loops. Accomodated for a possible game<br \/>\nbug. The game forbids the targetting of perimeter walls. So now the borg must<br \/>\nalso not allow himself to target these walls. Also, I adapted the borg to work<br \/>\nwith extra races or modifications of the races. I know some people have<br \/>\nmentioned adding Kobolds and such, each with intrinsic abilities. Now the borg<br \/>\nwill accept those new races and know it&#8217;s abilities (RPois for Kobolds, etc).<br \/>\nThe borg pulls this info from the _info.raw so you can modify the _info.txt<br \/>\nwithout having to modify the borg or recompile.<\/p>\n<p>8-21, Increased the msg buffer so the borg would not overflow the messages<br \/>\nwhile paralyzed. Tinkered on the continual play mode to reduce the risk of<br \/>\ngetting stuck in walls prior to restarting in the town. Increased the level at<br \/>\nwhich the borg will dump a map of the dungeon to clevel 45. Fixed a bug wherein<br \/>\nthe borg would disarm a trap under a monster leading to a clock overflow.<\/p>\n<p>8-18, [V] I attempted to fix the memory leak on continual play borgs by<br \/>\navoiding the certain re-init process. But I don&#8217;t know how to test for a memory<br \/>\nleak. I also patched a problem that resulted in clockoverflows when wielding<br \/>\ntorches right after a borg respawns. The borg will create a borg.dat file which<br \/>\nI would like pple to <a href=\"mailto:apwhite@itctel.com\">send to me<\/a><br \/>\nperiodically. It contains death information about the borgs. I will import this<br \/>\ninto a data base and track race-class combination success rates. With this<br \/>\ninformation I will be able to determine weakness in the borg then correct them.<\/p>\n<p>8-14, [V] I had a chance to look at RR9&#8217;s suggestions for the apwborg. I<br \/>\nwill work some of them in. Mainly the table look-up, legal race-class<br \/>\ncombination for continual play borgs, creating a borg-death-log in \\user, and<br \/>\nconversion of x,y to y,x in the reports. I considered his suggestion for the<br \/>\namt_ident for borg_prepared(). I decided to lighten the amt_ident but not remove<br \/>\nthem entirely. I have rarely seen the borg fail to dive due to amt_ident. The<br \/>\nbug with the rods was already fixed. Thx for the suggestions RR.<\/p>\n<p>8-12, [V+D] I worked on the code for the borg flowing when he is out of<br \/>\nlight. Previously he would flow to a lighted room and attempt a recall spell.<br \/>\nHe would also attempt to flow to the upstairs. However, there had been a flaw.<br \/>\nIf he was on dlevel two or deeper he would flow upstairs then stop on the next<br \/>\nlevel. Now I have him exploring the next dlevel. So he can explore in the<br \/>\ndungeon testing every grid for an up staircase. So now he can run out of light<br \/>\nat any depths and still find his way to the town. I also fixed a very rare bug<br \/>\nassociated with activation of certain rods on low level warriors. The borg had<br \/>\nbeen unhooking performing denfence type 1. This was related to the borg failing<br \/>\nto activate a rod properly. This is now fixed.<\/p>\n<p>8-2, [V] Fixed a bug where the borg would sometimes try to refuel his<br \/>\ntorches with oil. Fixed the bugs which kept the continual-play borg from<br \/>\nrestarting on certain types of death. And also those terrible clock overflows.<br \/>\nI think I got most of them hammered out now. I have not added this to the<br \/>\nDrangband borg yet. I am leaving for a 2 week vacation tomorrow, so I doubt I<br \/>\nwill get it uploaded. I plan on taking my laptop with me so I will be able to<br \/>\ncheck email and bug reports.<\/p>\n<p>7-31, [V] Fixed a bug which encouraged a starting borg to flow to a shop<br \/>\nwithout first equiping a torch. I fixed a few bugs related to continued-play<br \/>\nborgs. It does not run perfectly. But it is pretty good. It may have trouble<br \/>\nstarting up after certain types of death (those involving Stun, Poison,<br \/>\nParalysis, etc). It may rarely get confused on its equipment, and try to sell<br \/>\nstuff to the store which the store won&#8217;t buy. If this occurrs to you, just<br \/>\nreload Angband and restart the borg. He will be just fine after that.<\/p>\n<p>7-29, [V] Fixed a bug which would make the borg unhook when on<br \/>\ncontinued-play mode. There might be some more lurking so let me know<\/p>\n<p>7-28, [V+D] Finished working on a continuous play mode. Similar to Borgband.<br \/>\nUpon death of the borg, he will respawn as a random character and play. To<br \/>\nactivate this option, turn on the game cheat &#8220;Cheat Death.&#8221; It is<br \/>\nlisted under the Cheat Options in the Game Options Menu, (using = to activate<br \/>\nit. This code is entirely within the borg, you don&#8217;t need to modify the game<br \/>\nsource at all. This should allow some portability to the Borgband style of<br \/>\ncontinuous play. I also found another swap loop bug and sqaushed it. I was<br \/>\nreally surprised. I haven&#8217;t seen one in several months.<\/p>\n<p>7-25, [V+D] Replaced borg_los() with borg_projectable(). los() was making<br \/>\ntoo many mistakes and the borg kept dying when he thought it was safe<br \/>\n&#8220;backing up to [grid].&#8221; Reviewed and altered the borg_restock() so<br \/>\nthat he will be more aware of his needs at deeper levels. Increased the urgency<br \/>\nof fleeing to restock. [V] I found that inventory is cramped so I modified how<br \/>\nthe borg uses inventory items: ez_heal potions, cool_staff. And I am thinking<br \/>\nabout altering which books a rogue will carry. Seems like he carries worthless<br \/>\nones around.<\/p>\n<p>7-21, [V+D] He will attempt to keep a reserve of mana incase he needs to<br \/>\nteleport out in the very near future. ie, He will not cast Identify and drop<br \/>\nhis mana down to 5 when he needs at least 8 for a teleport. He will wait until<br \/>\nthe ID spell can be cast without dropping his mana into reserves.<\/p>\n<p>7-19, [V+D] Added a &#8220;dump map on death&#8221; command, code copied from<br \/>\nDennis&#8217; borgband. I also included the last 50 messages to be dumped as well.<br \/>\nBorg will attack if he becomes blinded and he has ESP<\/p>\n<p>7-18, [V+D] Fixed a bug I created when I dinked with safe_spot the other<br \/>\nday. Now it should be fixed. (no, really). Slightly modified the Level 4<br \/>\nborg_escape().<\/p>\n<p>7-17, [V] Fixed a few sloppy programming errors pointed out by Bablos. It<br \/>\nwon&#8217;t really affect the game play.<\/p>\n<p>7-11, [D+V] Fixed a bug with how safe_spot is calculated in borg_danger().<br \/>\nIt was possible to encounter a divide by zero problem.<\/p>\n<p>7-1, [D] Fixed a spell address bug. Magic Mapping was addressed instead of<br \/>\nSlow Monster.<\/p>\n<p>6-30, [D] Fixed a bug where the borg would not swap out his 6th ring.<br \/>\nModfied the rewards for having multiple resists.<\/p>\n<p>6-28, [V+D] Removed the separate borg_offset_target() code and added it into<br \/>\nthe borg_target() code. He still performs the offset attacks. But he performs<br \/>\nthem more liberally now. Previously he was restricted to using them on<br \/>\nsummoners and uniques. Since borgs are more likely to rest in the dungeon<br \/>\n(recharging rods, and burning through mana) slightly increased the amt_food<br \/>\nthat he will take.<\/p>\n<p>6-27, [V+D] Borgs no longer carry *Enchant* scrolls unless they need<br \/>\nsomething to be enchanted. Borg will restore mana a bit more liberally now, but<br \/>\nstill conservatively.<\/p>\n<p>6-26, [V+D] Added Staff of Holiness to borg_heal(), previously it was only<br \/>\nused in borg_attack(). Included it as amt_heal. He tries not to sell them even<br \/>\nif they are empty. He will sell them if he has several in his inventory. Added<br \/>\nscrolls of recharging to the list of things which the borg will purchase from<br \/>\nthe store. He already uses them to recharge, but he did not actively purchase<br \/>\nthem, he only used them in they happened t be in the inventory.<\/p>\n<p>6-23, [V+D] Reworked the borg_perma_spells() a bit, made him more likely to<br \/>\ncast them if a unique is on the level. Fixed a formula bug in<br \/>\nborg_danger_aux2() relating to Protection From Evil and summoned monsters. [D]<br \/>\nAdded the other resist foo spells to the list of borg_perma_spells(). As it<br \/>\nturns out a Rogue can have a 5% fail rate on the basic resists but a 95% fail<br \/>\non Resistance (all 5 in one spell). I asked Tom about this. No word yet on if<br \/>\nthis is a bug for rogues. These lower spells will only be cast if a unique is<br \/>\non the level. Otherwise they would drain mana.<\/p>\n<p>6-21, [V+D] Increased the penalty for casting spells into reserve mana. He<br \/>\nkeeps draining his mana too far and then can&#8217;t teleport out. If he does<br \/>\nteleport, he uses the Critical Teleport then runs the risk of getting<br \/>\nparalyzed. Added a check to make sure the borg does not perform the &#8220;Light<br \/>\nBeam&#8221; defence spell in a dangerous location. *ID* now done for Amulets of<br \/>\nthe Magi. He still has trouble with Shadow Cloaks. Fixed the address of some<br \/>\nspells from Offset Targeting.<\/p>\n<p>6-20, [V+D] Minor fix to when the borg will cast Hero\/Bless. Added Seeker<br \/>\nAmmo to the attack types, discouraged the use of seekers on non-uniques.<\/p>\n<p>6-19, [V+D] Added another anti-loop check. I saw the borg looping while in<br \/>\nthe house trying to get his &#8220;Best Combo.&#8221; Fixed that. Tiny change to<br \/>\nborg_check_rest() to make sure he does not rest near monsters. Added another<br \/>\nborg command &#8216;@&#8217; It will display the borg&#8217;s LOS. Edited the borg_recharging()<br \/>\nto exclude some upper end staves from being recharged at 2 charges, they tend<br \/>\nto blow up.<\/p>\n<p>6-18, [D+V] Modified the amt_heal and amt_ez_heal requirements for the<br \/>\ndlevel preparation code. The borg will now consider the ez_heals as part of the<br \/>\namt_heal. But he is still only going to use them in an emergency. The rods of<br \/>\nhealing are activated before potions are quaffed. This will allow him to keep<br \/>\nthe quantity of heal pots up.<\/p>\n<p>6-14, [D+V] Tweaked how a borg faster than speed 130 calculates danger.<br \/>\nFixed the threshold for penalty for casting spells which put the borg into<br \/>\nreserve man. Previously the threshold was 6. But only mages needed 6 pts for<br \/>\nthe teleport. I made the threshold class dependent. [D] Players who carry rods<br \/>\nof healing tend to have them drained all the time, and run around the dungeon<br \/>\nwith out any heals. Dangerous, if not stupid. The borg will now rest to<br \/>\nrecharge at least one of the rods of healing. The resting is done in<br \/>\nborg_recover(), a good location for this check to occurr. If the borg is in<br \/>\ntown, he will rest to recharge all rods of healing. This is great for rogues,<br \/>\nless great for warriors. The borg will spend a lot of time Resting and burning<br \/>\nthrough rations. So the warrior has a increased concern for carrying food. But<br \/>\nthis concern is outweighed by not having a &#8220;heal on demand&#8221; ready. I<br \/>\nam testing this function on the Vanilla borg, but Vanilla does not use a rod<br \/>\nstacking code. So the code is much more complicated and may not work as<br \/>\nsmoothly as it does in DrAngband.<\/p>\n<p>6-9, [D] Fixed a bug in on dragons. They tended to carry certain ego cloaks<br \/>\nand ego crowns instead of selling them.<\/p>\n<p>6-8, [V+D] Minor tweak to borg_defend_aux_hero() and _berserk() so that borg<br \/>\nwill cast these if fighting a unique. I also added these to the Perma-spell<br \/>\nlist. So as long as they are not too expensive the borg will run around with<br \/>\nthese on regardless of his current combat status.<\/p>\n<p>5-15, [D+V] Minor tweak on borg_check_rest(), borg is less likely rest near<br \/>\na monster, and more so if near a bad guy. [D] Had to accomidate for a feature<br \/>\nof the stacking rods in Drangband. The borg was trying to activate 4 rods of<br \/>\nfoo (4 charging).<\/p>\n<p>5-1, [D+V] Just some minor tinkering on borg_danger(). Not many changes for<br \/>\nthe past few weeks. The wife has me pretty busy with some household projects.<\/p>\n<p>4-18, [D+V] Lightened the requirement for the 2heal for dlevel 45 to 1heal<br \/>\nand moved 2heal to dlevel 56.<\/p>\n<p>4-14, [D+V] Bablos pointed out a very serious bug related to activation of<br \/>\nrod and their fail rates. Fixed that. [D] borg_crush_junk() &amp; _crush_slow()<br \/>\n&amp; _crush_hole() modified a bit for the dragon players. They had a tendency<br \/>\nto carry stuff for a long time. The stores would fill up with sold wares then<br \/>\nthey would be left carrying the heavy stuff. Now, after the borg reaches clevel<br \/>\n30, he will crush stuff which he cannot wear. Prior to clevel 30 he will sell<br \/>\nit for cash.<\/p>\n<p>4-12, [D] Fixed a bug where Phase Door was listed with the Teleport spells<br \/>\nin borg_escape(). This should be spell 2,6 not 1,4. Modified the reward of<br \/>\nmultiple resists (lowered poison a bit). Now the borg won&#8217;t prefere 3 layers of<br \/>\nresist_poison and only one of resist_(F\/E\/C\/A).<\/p>\n<p>4-11, [V+D] Fixed a problem for linux machines when the borg would not<br \/>\nrecognize that his stats were drained. sfuerst[sp] provided the fix. Lowered<br \/>\nthe CCW requirment for diving from clevel 35 to 30. Allowed the borg to count<br \/>\nhis CSW in with the CCW in order to reach his minimal amount. [D] Discovered<br \/>\nTom&#8217;s nasty_poison. Had to teach the borg to avoid this like the plague that it<br \/>\nis. Also had to figure out a way to get the borg to recognize the difference<br \/>\nbetween nasty_poison and regular poison. In the end I just cheated the<br \/>\np_ptr-&gt;nasty_poison.<\/p>\n<p>4-8, [V+D] Made some changes to allow the borg to handle &#8220;bizarre<br \/>\nmonsters&#8221; (like Trappers, Mimic, Darksword in Dr.). Repaired the<br \/>\n_staff_fail() stuff. Turns out I messed up the previous fail rate calcuations. It<br \/>\nshould be ok now.<\/p>\n<p>4-5, [V+D] Fixed a bug induced when I was messing around with<br \/>\nborg_item_icky(). Tweaked how the borg considers amt_recall and amt_heal from<br \/>\nrods&#8211;added a fail check on them. [D] Fixed a spell address problem. I think it<br \/>\nwas Phase Door, and Poison Cloud that had wrong addresses.<\/p>\n<p>4-4, [V+D] Reinstated a reason to recall &#8220;I miss my home.&#8221; It had<br \/>\nbeen commented out some time ago. This will help out with town scumming. I<br \/>\nadded a borg command &#8216;d&#8217; which will dump the spell counter. Like Borgband, this<br \/>\nborg will keep track of the number of times each spell was attempted.<\/p>\n<p>3-31, [V] Gave the borg the ability to Detect Monsters and Evil. This will<br \/>\ngreatly help low level guys. Altered the swap routines so that the borg will<br \/>\nbegin to carry swap items after dlevel 50. He does not really need them until<br \/>\nthis depth, and they are pretty heavy for low level guys to carry around.<\/p>\n<p>3-30, [V] Added a version stamp to the borg functions &#8216;V&#8217;. Tweaked the<br \/>\nrewards for upgrading artifact lites. Altered the way borgs calculate the<br \/>\ndamage from Dispel type attacks. [D] Fixed a bug that caused loops identifying<br \/>\nthe name3 random artifacts. Fixed the calculation of damage from pseudodragon<br \/>\nbreath attack (the bigger one).<\/p>\n<p>3-29, [V+D] Altered the reward for borgs carrying multiple copies of spell<br \/>\nbooks&#8211;borgs had a tendency to get encumbered by them. Borgs wont crush their<br \/>\nspell books in order to make room for treasures. [D] Fixed an equipment<br \/>\nselection bug for dragons getting stored stuff from the home. They had no trouble<br \/>\nstoring things in the home, but they had trouble getting equipment (not<br \/>\ninventory items) from the home. Upgraded the resist flags to more accurately<br \/>\nreflect the drangband progressive resistance. RFire is no longer a boolean but<br \/>\nan integer. Borg will alter his equipment to try to get multiple coverage of<br \/>\nthe same resistances.<\/p>\n<p>3-28, [V+D] Had to fix an emergency use of the ez-heals in borg_caution().<br \/>\n[D] Borgs don&#8217;t use breath attacks when poisoned. An effort to conserve their<br \/>\nhp.<\/p>\n<p>3-27, [D] Borgs makes offers to the RNG. Interestingly, there is a RNG which<br \/>\nresponds &#8220;You die. -more-&#8221; The borg may unhook, thinking this is his<br \/>\nreal death message. But we will see.<\/p>\n<p>3-26, [V+D] Borg will cast some perma-spells. ex: He will cast speed<br \/>\neventhough he does not need it for the situation. Perma spells are speed,<br \/>\nprayer, resistance, shield, PFE. He casts the spells when they are cheap to<br \/>\ncall. (about 1\/20 of his current spell points).<\/p>\n<p>3-23, [V+D] Fixed that bug when the borg would shoot missiles down the hall<br \/>\ninto a room and the missile would get hung up on a wall. So now the borg will<br \/>\nattempt the shot and antipicate a pain message out of the monster. If the pain<br \/>\nmessage does not arrive, then the borg will not shoot from that spot. He will<br \/>\nmove then reattempt the shop. This is really cool.<\/p>\n<p>3-21, [V+D] Modified borg_item_icky() so that ID scrolls are not wasted on<br \/>\n{good} items when we have {excellent} ones, and when we have enough cash.<br \/>\nID&#8217;ing {good} items is important when you need money but after about $10k, the<br \/>\nID scrolls\/staves\/rods are more important. Elvish wheybread listed with cure<br \/>\npoisons. [D] Dragons dont *id* items which they cant equip. They will also sell<br \/>\nthese items. Fixed several spell bugs related to poison (I wonder if that is<br \/>\nwhy they keep dying.<\/p>\n<p>3-20, [V+D] Several tweaks to poison handling. Borgs store cure poison in<br \/>\nthe house sometimes. Many more tweaks to the Drangband since poison is so much<br \/>\nmore dangerous.<\/p>\n<p>3-16, [V+D] Modified heal potion requirements for the end-game. Life and<br \/>\n*Healing* stored in the home and saved for the end-game. Warrior winner this<br \/>\nmorning. [D] Borgs carry cure poison potions now (TOM!), and a few slow potions<br \/>\njust in case.<\/p>\n<p>3-14, [D] Worked on borg295. Added graphics support to the dragon borg. But<br \/>\nyou must add #define ALLOW_BORG_GRAPHICS to the config.h. Continuing to squash<br \/>\nspell errors.<\/p>\n<p>3-13, [V+D] Added a borg function &#8216;q&#8217; which will allow the user to stop the<br \/>\nborg when it reaches a determined dlevel or clevel. I think Chem requested this<br \/>\nlast week in the news group.<\/p>\n<p>3-12, [D] Corrected a few errors in the spell address (teleport II).<br \/>\nIncreased fear of Poison a bit. Will flee to town sooner if he can&#8217;t cure<br \/>\npoison.<\/p>\n<p>3-9, [V+D] Fixed a bug with noting the grid where crappy artifacts are<br \/>\ndropped. I forgot to &#8220;break&#8221; the loop so all 50 members of the array<br \/>\nwere filled with the same grid.<\/p>\n<p>3-8, [V+D] Added the prayer Holy Word to borg_heal() (called if fighting<br \/>\nfighting a unique, to save mana). It also is found in borg_attack() (called<br \/>\nwhen HP are down a bit). Unbarring Ways used to remove traps as well as<br \/>\n&#8216;D&#8217;isarming. Numerous changes in order to specify a Morgoth combat sequence.<br \/>\nChanges to borg_fighting_unique, borg_near_unique(), borg_heal(),<br \/>\nborg_escape(). Also changes to defence codes: create_doors(), earthquake(),<br \/>\nbanishment(). Priests don&#8217;t need 7EZHeals to dive (they get Holy Word). Changes<br \/>\nto Annililation and Orb of Draining to conserve mana.<\/p>\n<p>3-7, [V] Characters now carry more heal pots on dlevel 99 to take out<br \/>\nSauron. Added a amt_pot_heal so that actual potions are carried for Morgoth, as<br \/>\nopposed to heal spells or staves. Borg was not calculating dispel damage<br \/>\ncorrectly. Modified borg_launch_aux() a bit to correct for this.<\/p>\n<p>[D] Fixed a bug in Dragon borgs and their breath attacks; I forgot to make<br \/>\nthem race specific.<\/p>\n<p>3-6, [V] Lowered danger threshold for certain defence spells.<\/p>\n<p>[D] Dragon borgs in wide screen mode, had some problems reading the second<br \/>\npage of a store. Fixed it. Also fixed an error in damage calculation with the<br \/>\nnew drangband spell type fire_sphere().<\/p>\n<p>3-4, [V] Minor tweak on food requirements for using dnstairs.<\/p>\n<p>[D] Dragon borgs now breathe, Pixies use dust, Yeeks flee. Tweaked DrBorg so<br \/>\nthat he does not need to *ID* artifact lites before wielding them.<\/p>\n<p>3-2, Put some bandaids over areas where borg could loop.<\/p>\n<p>[D] Fixed the bug that allowed dragons to store non-usable crap in the<br \/>\nhouse.<\/p>\n<p>3-1, A borg blinded from Word of Destruction does not know that monsters<br \/>\nnear him were killed, he might continue to activate the staff. Fixed this by<br \/>\ndeleting all nearby monsters. He can simply add them back into his kill array.<\/p>\n<p>2-29, [V] Fixed it so that the borg can decurse equipment that he currently<br \/>\nwearing. Triggered by &#8220;Oops, it feels deathly cold!&#8221;<\/p>\n<p>[D] Been working heavily on the Dragon borg. It works pretty good now. It<br \/>\ncould be released anytime now.<\/p>\n<p>2-24, Borg could unhook if reading a Bless scroll if blind. Fixed that.<\/p>\n<p>2-23, Borg had trouble diving because he could not get enough cure_crits, so<br \/>\nI moved the cures spells to be used before potions. Updated the screen parsing<br \/>\nfor non-inven, non-equip cheats.<\/p>\n<p>2-21, Sustains added to home_power. Increased the value of having sustains<br \/>\nin the end fight. Changed the winner flag from **KING** to ***WINNER***.<\/p>\n<p>2-17, Buy time with Cure Lights if he can&#8217;t cure poison, cuts. Added some<br \/>\nscrolls and potions (hero, berserk, holy chant, holy prayer) to the already<br \/>\nexisting borg_defence() (which previously only used the spells and prayers).<\/p>\n<p>2-16, Priests don&#8217;t cast Enchant for as long a period (used to be 2000 turns,<br \/>\nnow 750). Check_rest() checks for scary monsters within 3 grids of the borg.<br \/>\n(Previously only LOS monsters). Light Beam implemented to illuminate hallways<br \/>\nif borg is moving with boosted bravery. I added this code to illuminate a<br \/>\nhallway if the borg is being shot by an unseen monster lurking in the dark<br \/>\nhallway (a borg_defence maneuver). I only tested this for an hour or so. So<br \/>\nreport any bugs with this function plz.<\/p>\n<p>2-14, Borg told to quaff a ResMana potion if his mana is too low to cast<br \/>\nSatisfy Hunger\/WoR. Borg told to place a greater value on lighter weapons which<br \/>\ntend to give more attacks per round. Fixed a typo that had the priests casting<br \/>\nBlink instead of Prayer.<\/p>\n<p>2-13, Preferences for XBows removed. Borg may store artifact lites in the<br \/>\nhome for later use. Minor tweak to slightly reduce the number of weapons stored<br \/>\nin the home. Fail rate check added to cure poison in borg_heal().<\/p>\n<p>2-12, played Broodwars all night. I was Zerg \ud83d\ude42<\/p>\n<p>2-11, Request from Crimson: Borgs quaff stat pots immediately to save inventory<br \/>\nand they don&#8217;t really need the cash when these pots come around. Heavy Pseudo<br \/>\nID borgs with lots of cash will save their ID scrolls for {excellent} items and<br \/>\nnot waste them on {good} items. {Good} items can be sold or crushed. Fixed a<br \/>\ncleric bug with heal pots and heal spells. Restrictions on Heal and EZHeal<br \/>\nloosened up a bit, and fixed a bug that made borg carry 7EZHeal pots after<br \/>\ndlevel 86. This should have been dlevel 99. You can now get to dlevel 86-99<br \/>\nwith 2 heal pots. The 15 heal and 7EZHeals are for the fight with Morgy on<br \/>\ndlevel 100. This will GREATLY speed the borg dive from 85-99.<\/p>\n<p>2-10, Moved the requirement of RConf from level 56 to 46. Since RChaos no<br \/>\nlonger gives RConf, special attention needs to be given to it. Clerics need to<br \/>\ncarry a few heal pots and ez-heal pots. HoHo, Imagine my surprise to see that<br \/>\nBen added two new summoning flags. S_KIN and S_HI_DEMON. I wish he&#8217;d make a<br \/>\nfile detailing the game changes. Anyways, I added this new summon routines to<br \/>\nthe borg stuff.<\/p>\n<p>2-9, Added a fail-rate check to staves used in borg_defence().<\/p>\n<p>2-8, Got the borg to shut doors on breeder levels to seal them off. At least<br \/>\n4 awake breeders trip the flag. I have been watching but I have not seen him<br \/>\nloop. This should really help neonates. Added a fail-rate check to enchant<br \/>\nspells for priests.<\/p>\n<p>2-7, Attempting to fix the ring swapping problem by removing INVEN_RIGHT and<br \/>\nINVEN_LEFT from the best_stuff(). I&#8217;ve tested this with Willem&#8217;s rogue who was<br \/>\nexperiencing the ring-swap-loop. It worked ok. But then he got into a buy-sell<br \/>\na ring loop. Fixed a rare cure confusion thing. When he is confused and the<br \/>\ndanger is great, he may try to cure confusion with a cure crit pot and then die<br \/>\nthe next round.<\/p>\n<p>2-6, My mage at dlevel 41 keeps getting trashed after being hit from confusion.<br \/>\nSo I boosted the reward for mages to get RConf and I also have them carry some<br \/>\ncure crits and use them when confused. I made some changes to borg_projectable<br \/>\na bit. When wounded he will assume fewer grids are walls, this makes him a bit<br \/>\nmore cautious. Also a bug fix: borg would no light a room prior to resting if<br \/>\nconfused. This is a mistake, he should activate the phial, so the check on<br \/>\ndo_conf was removed. And the funny looking twitchy behavior in town was fixed.<br \/>\nThe borg would twitch in town if he could not buy rations from the store. Now,<br \/>\nhe will buy low calorie items if high calorie items are not available.<\/p>\n<p>2-5, Ben removed the message that went with the creation of a Rune of<br \/>\nProtection (&#8220;You inscribe a mystic symbol&#8230;&#8221;). Now a priest borg will<br \/>\nnot know if he was successful. He will cast it, think it was successful, then<br \/>\nbelieve that he is protected then reduce his danger as if he were protected.<br \/>\nThis is a big deal! Ben, put the message back in!! And dont forget the scroll<br \/>\ntoo. Time_this_panel is reset if enchanting stuff. Seems I was retarted when<br \/>\nmessing around with oppose_xxx and I kept reseting them to zero, the mage would<br \/>\nloop casting the defence spells. So sorry, I fixed that. Expaned inscribes to<br \/>\ninclude Immunities. Mages told to cast Cure Light Wounds when do_cut.<br \/>\nBorg_check_rest() also checks for monsters with pass_wall.<\/p>\n<p>2-4, Sleep, Slow, and Confusion dont work on uniques. I had to tell the borg<br \/>\nnot to use these on uniques. This is important&#8211;mages will die trying to put<br \/>\nKavlax to sleep.<\/p>\n<p>2-3, Borg was not *ID*ing Holy Avengers, fixed it (borg_test_stuff()). Fixed<br \/>\na bug when the borg became twitchy in town when he did not have enough food to<br \/>\nrecall down into the dungeon.<\/p>\n<p>2-2, Ignoring breeders when not having any recall was altered to ignore more<br \/>\nthan 4 or 5 breeders. The old way was to ignore even 1 worm and allow it to<br \/>\nmultiply and get out of hand. Now he will at least make an attempt to wax the<br \/>\nworm and keep them from exploding. This has greatly helped neonates. Breeders<br \/>\nis one of the most common deaths for neonates. ( 3 out of 5 at least, in<br \/>\ncharacters under clevel 15). Fleeing when unable to teleport altered just a<br \/>\nbit.<\/p>\n<p>1-31, Although Word of Destruction was used as a defence, I forgot to add<br \/>\nthe staff. I added it today and included in the the list of cool_staff so that<br \/>\nhe will carry one if he finds it. He does not carry or read the scroll though.<br \/>\nI altered borg_danger a bit. I decrease the amount of fear from summoners with<br \/>\nthe number of occupied spaces. ie: If I am trapped in a hall and surrounded by<br \/>\nbad guys, Summon Ancient Dragons is not scary since no dragons can land.<\/p>\n<p>1-30, Modified armour swap to include rings and amulets. Changed the<br \/>\ncrush_slow routine a bit to have him crush more stuff. Applied rr9&#8217;s graphics<br \/>\npatch-graphics now work (cross your fingers). Fixed the death-reincarnation<br \/>\nthing.<\/p>\n<p>1-28, Spent 12 hrs tracking down the crash that occurs in dos mode with<br \/>\nrr9&#8217;s graphics patch. It is caused when a group of multi-hued monsters appears<br \/>\non the screen and the borg has to parse messages about them. So for now the<br \/>\ngraphics patch is removed until I can trace the problem. If you want the patch,<br \/>\ngo to the <a href=\"http:\/\/replay.waybackmachine.org\/20090123183638\/http:\/\/thangorodrim.angband.org\/\">Thangorodrim<\/a> and dnload<br \/>\nit. Improved survivability of neonates by increasing fear of multipliers, and<br \/>\nmonsters with friends or escorts.&lt;&#8211; This helped alot on mages taking on<br \/>\njackel packs.<\/p>\n<p>1-27, Told borg to carry rod of magic mapping, and not to crush or junk<br \/>\nthem. Robert Ruehlmann made a patch to allow this borg to use graphics, and any<br \/>\ntile sets. Very cool, thanks rr9.<\/p>\n<p>1-26, Encouraged warriors and rogues to carry more rods of healing since<br \/>\nheal pots run low. Fixed a teleport staff problem after level 95 in the game.<br \/>\nInvestigated a borg for Dragband. People had trouble understanding how to load<br \/>\nup pref files so I had to move all the d_char to x_char and forceably turn off<br \/>\nthe graphics.<\/p>\n<p>1-25, Fixed a gap in the borg_heal(). Borg was hesitant to heal if hp_down<br \/>\nwas greater than 650hp. Fixed an alter(+) bug with &#8220;Walking into a<br \/>\n[kill]&#8221;. Sped up the borg by restricting his ability to search for<br \/>\npermagrids. No he will only search for a vault after he sees a (non-edge)<br \/>\npermagrid.<\/p>\n<p>1-24, RChaos no longer gives RConf. Bummer. Modified the way spell danger is<br \/>\ncalculated. Fixed the {empty,empty} inscription from borg9.c Borgs wont<br \/>\ndanger-flee from a level if a vault is on it, or if a unique is near by. Let<br \/>\nhim wear the unique down a bit! Guerrila warfare!<\/p>\n<p>1-23, Fixed a bug where the borg would try to walk into a monster in a wall<br \/>\ninstead of alter (; vs+).<\/p>\n<p>1-22, Got the borg to cheat the screen items and monsters better, simulating<br \/>\nthe look command. Converted the bool &#8217;emergency&#8217; to an integer in<br \/>\nborg_escape_phase(). Now pple can customize their phase thresholds. Meaning how<br \/>\nmany dangerous spots is too many\/risky for this phase attempt.<\/p>\n<p>1-21, Upgraded the Inscriptions sections to work on random artifacts.<br \/>\nTweaked &#8216;greed&#8217; in _crush_slow, now he is less greedy the slower he is. Adam<br \/>\nfixed the store bugs where page 2 is m-x not a-l, the borg was not reading page<br \/>\n2 correctly. Told the borg not to shoot at ghosts in walls. Fixed a few alter +<br \/>\ncommands and ; commands while walking.<\/p>\n<p>1-20, Got the borg to read the map correctly (actually Adam did)<\/p>\n<p>1-19-2000, Working on getting 285 to work.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>August 21, 2008,\u00a0Implemented changes recommended on the Forum. 1) \u00a0Genociding Nasties will begin earlier (depth 25 instead of depth 50). \u00a0Loosened the restrictions slightly. \u00a02) Added new borg command &#8216;C&#8217; which will log the current Nasty Count. Nasties are monsters &hellip; <a href=\"http:\/\/www.innovapain.com\/borg\/archive-of-old-changes\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"parent":0,"menu_order":0,"comment_status":"open","ping_status":"open","template":"","meta":{"nf_dc_page":"","footnotes":""},"class_list":["post-190","page","type-page","status-publish","hentry"],"jetpack_sharing_enabled":true,"_links":{"self":[{"href":"http:\/\/www.innovapain.com\/borg\/wp-json\/wp\/v2\/pages\/190","targetHints":{"allow":["GET"]}}],"collection":[{"href":"http:\/\/www.innovapain.com\/borg\/wp-json\/wp\/v2\/pages"}],"about":[{"href":"http:\/\/www.innovapain.com\/borg\/wp-json\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"http:\/\/www.innovapain.com\/borg\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"http:\/\/www.innovapain.com\/borg\/wp-json\/wp\/v2\/comments?post=190"}],"version-history":[{"count":2,"href":"http:\/\/www.innovapain.com\/borg\/wp-json\/wp\/v2\/pages\/190\/revisions"}],"predecessor-version":[{"id":192,"href":"http:\/\/www.innovapain.com\/borg\/wp-json\/wp\/v2\/pages\/190\/revisions\/192"}],"wp:attachment":[{"href":"http:\/\/www.innovapain.com\/borg\/wp-json\/wp\/v2\/media?parent=190"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}