The downloaded zip is dated Aug 11, 10:07. I don't know whether that is the time I downloaded it or whether that is when you posted it, however. Definitely this week, though.
I have made three changes, and now the borg seems to be dying in typical ways (last good char was fighting a Cherub and ARedD, got in trouble, tele self, landed among a pack of gravity hounds).
The changes are these:
* borg5.c around line 3566, in borg_update_map(). PASS_WALL monsters tell the borg nothing about what they are standing on, so leave the map unchanged.
* borg6.c around line 10488, in borg_defend_aux_tele_away(). Add an explicit check for monsters standing on FEAT_WALL_SOLID.
* borg6.c, in borg_log_spellpath(). As you point out, they only affect logging, not behavior.
I'm still shocked at how well the borg does with a horrible character. It is still getting about 1-in-30 artifactless Half-Troll Mages to clvl 40 and dlvl 30, and has gotten several below 2000'. Very good playing logic.
I have made three changes, and now the borg seems to be dying in typical ways (last good char was fighting a Cherub and ARedD, got in trouble, tele self, landed among a pack of gravity hounds).
The changes are these:
* borg5.c around line 3566, in borg_update_map(). PASS_WALL monsters tell the borg nothing about what they are standing on, so leave the map unchanged.
Code:
/* Mark old wall/door grids as probable floor grids */ if (!borg_cave_floor_grid(ag)) { if (!(ag->kill)) ag->feat = FEAT_INVIS; else /* Leave PASS_WALL monsters alone */ if (!(r_info[borg_kills[ag->kill].r_idx].flags2 & RF2_PASS_WALL )) ag->feat = FEAT_INVIS; }
Code:
/* Never shoot through walls */ if (!(ag->info & BORG_VIEW)) continue; if ((ag->feat & FEAT_WALL_SOLID)) continue;
I'm still shocked at how well the borg does with a horrible character. It is still getting about 1-in-30 artifactless Half-Troll Mages to clvl 40 and dlvl 30, and has gotten several below 2000'. Very good playing logic.
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