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Same Borg. It had 2 full torches when I first noticed that it was in this room.
The savefile is around 2000 turns older then the screenshot.
The character died some rounds later, while I wasn't paying attention. Probably Hunger.
Stuck between a rock and a hard place. Poor guy. He cant attack because he is afraid. He has no spell available. He had 3 daggers he could use as ranged weapons.
Looks like his options are:
Throw the daggers as ranged weapons.
Open the door
I think if it were me, I'd try the door. If the door opened, I could continue to run away until the fear expired.
What would you do if you were playing?
Open the door. When I tried it the door was unlocked.
In that kind of situation I would read the ?Phase I always carry, or any other escapes I had with me. Failing that, I'd curse my poor planning and go for the door.
My borg got stuck between a paladin and a door, and has been running into walls for several thousand moves.
Stuck between a rock and a hard place. Poor guy. He cant attack because he is afraid. He has no spell available. He had 3 daggers he could use as ranged weapons.
Looks like his options are:
Throw the daggers as ranged weapons.
Open the door
I think if it were me, I'd try the door. If the door opened, I could continue to run away until the fear expired.
Another issue that I haven't seen before but now (after ~Oct. 8) turns up all the time for low level characters: The borg seems unable to deal with piles of rubble. He just flows back and forth next to them without ever trying to dig in them.
Ya, that I saw too a few days ago. It doesn't surprise me. I was messing around with the digging code. Rubble is handled a little differently from walls and quartz.
Another issue that I haven't seen before but now (after ~Oct. 8) turns up all the time for low level characters: The borg seems unable to deal with piles of rubble. He just flows back and forth next to them without ever trying to dig in them.
Something is not quite right with weapons and diggers. When the borg is wielding a digger and returns to town I sometimes see him buying and selling the same weapon over and over again. He might also return to the dungeon wielding his digger and with no "normal" weapon in his inventory. Or just wander around in the dungeon killing things with his digger (at ~dlvl 30).
No prob. I'll take a look. It has been a very long time since he has done anything like that.
EDIT: He also seems to think that he has the resists and bonuses from the last weapon he wielded. I just had a borg dying to a Dread that he could not see even though he believed that he had see invisible (he was wielding a pick at the time and according to the dump had neither see invisible nor free action)
OK, that's a huge problem. Can you send the dead guy's .map file?
Something is not quite right with weapons and diggers. When the borg is wielding a digger and returns to town I sometimes see him buying and selling the same weapon over and over again. He might also return to the dungeon wielding his digger and with no "normal" weapon in his inventory. Or just wander around in the dungeon killing things with his digger (at ~dlvl 30).
EDIT: He also seems to think that he has the resists and bonuses from the last weapon he wielded. I just had a borg dying to a Dread that he could not see even though he believed that he had see invisible (he was wielding a pick at the time and according to the dump had neither see invisible nor free action)
It was the invisible stuff, I found that mine unhook this afternoon and fixed it right away. The update is already uploaded to the borg site.
Sorry everyone, I missed that one before releasing the code.
Well, this one still unhooks when something shrieks (not seen, so "it makes a high pitched shriek") and then later when other things out of sight breathes or summons etc. (I'm using the windows build by the way, I'm not compiling myself.)
Now i see. I try using it exactly in munchkin_mode, because of periodical crashes after level change (it's Borg, or it's Angband?) and frustrating, why this flag don't work...
If you want to check the games, then do the following:
-turn off munchkin_mode in the borg.txt file.
-use ^zfs to set the save flag to 1.
Using ^zfs would be the correct way of doing so. Set the borg_flag_save == 1 and it will save at the beginning of each level except when in munchkin_mode (because it is changing levels so quickly).
Now i see. I try using it exactly in munchkin_mode, because of periodical crashes after level change (it's Borg, or it's Angband?) and frustrating, why this flag don't work...
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