Borg bugs and feature requests

Collapse
X
 
  • Time
  • Show
Clear All
new posts

  • agoodman
    replied
    From what I can see the webpage is updated when a new release is created. I don't think I messed with the commands before the release was cut so they should be "as accurate as before I messed around" for the released version, not the compiled cutting edge version. So... kinda accurate because I hadn't been keeping the docs up to date.

    Leave a comment:


  • eschiss1
    replied
    Will do and thanks. Thumbs-up

    Leave a comment:


  • agoodman
    replied
    Originally posted by eschiss1
    By the way, the list of borg commands in borg.rst.txt and on an official website I think too, gives an out of date list of internal borg commands (e.g. ^z 2 rather than the now ^z P for the depth the borg believes it's ready for.)
    I rewrote a bunch of the commands. I just checked in https://github.com/angband/angband/pull/6526 to update the docs.
    btw, play around with the commands and see if they work the way you like.

    Leave a comment:


  • eschiss1
    replied
    By the way, the list of borg commands in borg.rst.txt and on an official website I think too, gives an out of date list of internal borg commands (e.g. ^z 2 rather than the now ^z P for the depth the borg believes it's ready for.)

    Leave a comment:


  • eschiss1
    replied
    Thanks. It's happened a few times in, however, a weird game.

    Leave a comment:


  • agoodman
    replied
    Originally posted by backwardsEric
    An awake monster whose level is less than the player's level - 35 will always try to flee (and a fraction of the monsters whose levels are less than the player's level - 28 also flee). There's a more involved calculation, taking into account the player's and monster's hitpoints, that can cause a monster whose level is less than the player's level - 20 to flee. In all those cases, the monster does not necessarily have the afraid timed effect.

    That may explain the behavior of the wild cat (level 2) and crow (also level 2) facing a level 50 rogue.
    from what I can tell in the code such monsters aren't marked as "afraid" so they won't trigger that check but if I make sure the borg doesn't do it twice in a row he will, hopefully, wait once then approach. If the monster steps away we may see a stutter-y approach until the monster is pinned down. I could add a check for mon level + 25 vs plevel. Not sure it is worth it. Chances of this being a problem is pretty low. I am even having trouble duplicating it using this "attack" at all.

    added https://github.com/angband/angband/pull/6516 which should help.
    Last edited by agoodman; February 5, 2026, 19:26.

    Leave a comment:


  • backwardsEric
    replied
    An awake monster whose level is less than the player's level - 35 will always try to flee (and a fraction of the monsters whose levels are less than the player's level - 28 also flee). There's a more involved calculation, taking into account the player's and monster's hitpoints, that can cause a monster whose level is less than the player's level - 20 to flee. In all those cases, the monster does not necessarily have the afraid timed effect.

    That may explain the behavior of the wild cat (level 2) and crow (also level 2) facing a level 50 rogue.

    Leave a comment:


  • eschiss1
    replied
    it was either asleep, or in a holding pattern with its holding pattern, or... hrm. Good point. It's happened once (with wildcats) since but I'll see if I can find out next time...

    Leave a comment:


  • agoodman
    replied
    Originally posted by eschiss1
    Re #131, 134. Uploading a truncated log file that shows some of what happened, where the dungeon map probably contains the most information- will see if I can capture this at a point that shows what's happening more informatively rather than when the "infinite loop" is already well underway at 5 a.m. Not sure if I remember anything flowing towards me, but I may be misremembering.
    He is waiting for the "B" (crow) to approach. So, why isn't it approaching? I wonder if it is afraid or something. I can check for status afraid or stunned or confused. It is only supposed to do this when the monster is within a step so I will also add a "don't do this twice in a row" check. I am also going to change the message to
    "waiting for monster {name} to approach"
    just so we can be sure we know what we are waiting for and we already know what square we are on so that seemed like useless information.

    Leave a comment:


  • eschiss1
    replied
    Re #131, 134. Uploading a truncated log file that shows some of what happened, where the dungeon map probably contains the most information- will see if I can capture this at a point that shows what's happening more informatively rather than when the "infinite loop" is already well underway at 5 a.m. Not sure if I remember anything flowing towards me, but I may be misremembering.
    Attached Files

    Leave a comment:


  • eschiss1
    replied
    Originally posted by agoodman

    If you want to take the next step and adjust how the borg thinks, go into borg.txt (in the user directory) and change
    borg_uses_dynamic_calcs = FALSE
    to
    borg_uses_dynamic_calcs = TRUE
    then go and make adjustments in between
    [BEGIN FORMULA SECTION]
    ​and
    [END FORMULA SECTION]
    If you want to go this path, I can try to explain any formula that isn't obvious and show you ways to get the values that are being plugged in. Note that running with dynamic formulas is slower.
    I'm going to have to have a look at that and ask about that soon , I think. (Well, ok, borg's strength going down to 10... a pox on time hounds (no doubt HG Wells' fault).. explained what I was noticing this afternoon - but - hrm.

    Leave a comment:


  • agoodman
    replied
    Originally posted by eschiss1
    For fun and to test some other things for the heck of it, I started up a new borg in cheat mode, a human rogue, who reached level 50 very quickly- but several days later seems to stop and smell the cats weirdly often ("# Resting on grid (20,56), waiting for monster to approach" , almost always wild cats. (Got up just now to see that it was in a loop with a half-dozen cats looking at it.) Who don't, afaik, pose a threat to a 1011 hp, 50th level, character who, nonetheless, has taken to hanging mostly around the very earliest levels now. Sigh. Has killed most of the uniques (well, sure, cheat borg...) but scared of wild cats...)
    Miaou? What could be causing that?
    I have never seen this behavior. The code in question is commented as
    "
    Attempt to rest on the grid to allow the monster to approach me.
    Make sure the monster does not have a ranged attack and that I am
    inclined to attack him.
    "
    It is looking for a monster that is flowing toward you (not "can't move" or asleep or the like) and isn't that dangerous and doesn't have a ranged attack. This code should be optimized because it is doing a "am I in danger just sitting here" with each monster instead of doing it once at the start and kicking out but it certainly isn't looking for cats, other than they don't have ranged attacks and aren't too dangerous. What the code wants to do is "if I step toward this guy, he gets an extra blow on me but if I wait for him here it is safer"

    Leave a comment:


  • agoodman
    replied
    Originally posted by eschiss1
    Another question- is there an inscription one can place that encourages the borg -not- to drop an item it would usually drop (like a rod of probing?)
    no but that isn't a bad idea. I wonder if I could generalize it... inscriptions to modify behavior... hmmmm!

    Leave a comment:


  • eschiss1
    replied
    Another question- is there an inscription one can place that encourages the borg -not- to drop an item it would usually drop (like a rod of probing?)

    Leave a comment:


  • eschiss1
    replied
    For fun and to test some other things for the heck of it, I started up a new borg in cheat mode, a human rogue, who reached level 50 very quickly- but several days later seems to stop and smell the cats weirdly often ("# Resting on grid (20,56), waiting for monster to approach" , almost always wild cats. (Got up just now to see that it was in a loop with a half-dozen cats looking at it.) Who don't, afaik, pose a threat to a 1011 hp, 50th level, character who, nonetheless, has taken to hanging mostly around the very earliest levels now. Sigh. Has killed most of the uniques (well, sure, cheat borg...) but scared of wild cats...)
    Miaou? What could be causing that?

    Leave a comment:

Working...
😀
😂
🥰
😘
🤢
😎
😞
😡
👍
👎