Old Archived changes to the borg.

Apr 7, 2004 1) Some borgs were being punished if they got ESP and had the Detect Evil spell. This would have them avoid wearing anything with ESP power. 2) Apr 1, 1) Previously the borg would reset his goals when ever a monster or object moved. This is identified by the message 'Tracking a monster from (y1,x1 to y2,x2)' Once his goal was reset, he would choose another. It would induce bouncing in some spots. I have told the borg not to reset his goals if a monster moves unless he is flowing to a monster. Same for objects. This will not cause problems with monsters that are LOS. Pretty much only those seen with ESP. 2) Borgs with Regeneration without Slow Metabolism have a greater reward for carrying food. Should help the 1/2 trolls. This reward has been in place for a long time, but I doubled the value from what it used to be.

Mar 30, 1) Working copy of borg 304 is ready. Several changes needed to be made to attack routines, and especially how staff/wands are treated. There had been some crashes earlier when trying to buy Staff of Teleportation. Keep an eye on stuff and report the errors.

Mar 28, 1) Borg will no longer inscribe food with cool names (until the Quark issue is resolved). 2) The borg tries to conserve ammo and mana by not using ranged attacks against certain types of weak monsters. There is a list of monster attributes which will allow the borg to use ranged attacks. I added the RBE_EAT_GOLD to that list. 3) Better protection against pickpockets including checking DEX and using PFE.

Mar 24, 1) Borg was not moving to depth 99 because Sauron was still alive. As you might guess, that could seriously impair the borgs long term goals. 2) Borg could deposit too many food items in the home. 3) Borg can still (rarely) overflow when hallucinating. So he is taking steps to delete objects and monsters while hallucinating. 4) Borg was walking around with 1 ring on loose finger and none on the tight one. This setup would not allow him to consider placing a ring on the tight hand.

Mar 18, 2004 1) Borg thought he was penalized for having light radius 4, so he would not use Light Radius items (like Sting). That is now corrected, I think. 2) Borg will now reset his recall depth if certain conditions are right. This will help him if he has max-depth of 90 and loses his ESP item forcing his prep depth to be about 55. And stuff like that.

Mar 11, 1) The recent problems with the lanterns were related to fuels and not necessarily with the choice of lantern or torch. I got them worked over again. Try this version.

Mar 8, 1) Still messed up. I should really work on the borg when I am awake. The borg was not replacing torches with lanterns. Replace the borg.txt entries:
# Light bonuses
POWER_CLASS999_DEPTH000_RANGE000TO000_CURLITE=-3000
POWER_CLASS999_DEPTH000_RANGE001TO001_CURLITE=500000
POWER_CLASS999_DEPTH000_RANGE002TO002_CURLITE=550000
POWER_CLASS999_DEPTH000_RANGE003TO099_CURLITE=580000

Mar 6, 1) Typo in borg.txt kept the torch problem in the game. Replace the borg.txt entries:
# Light bonuses
POWER_CLASS999_DEPTH000_RANGE000TO000_CURLITE=-3000
POWER_CLASS999_DEPTH000_RANGE001TO002_CURLITE=500000
POWER_CLASS999_DEPTH000_RANGE003TO099_CURLITE=550000

Mar 4, 1) Sorry I screwed up the Level 1 guys with the lights. I did not test the changes from 2 weeks ago with the low level guys. Borgs will now use torches and lanterns correctly.

Feb 17, 1) Smoothed out the problem with borgs swapping light radius stuff.

Feb 11, 1) Another modification to the borg_no_deeper: it uses borg_prepared()

Feb 10, 1) Borg was unhooking, and I needed to implement a new borg.txt variable (borg_no_deeper) which will allow the borg to continue to play but he will not dive deeper than the depth listed. The default of this number is 127. 2) Fixed the problem with overvalueing the items that increase lite radius.

Feb 9, 1) Minor repairs update, no big deal.

Jan 29, 1) Another fix on that ring swap-loop. I think this will be fully corrected now.

Jan 19, 1) The ring swap deal over the past few weeks was missing the unique rings, so I had to add support for them. 2) Some very goofy equipment choice were happening in deep (> 98) dungeon. Fixed them by removing the 'SoandSoUnique is still alive' checks. Since the borg was not keeping track of >3 uniques after clevel 50, he does not need to check for living uniques before diving to 100.

Jan 14, 1) Corrected a very old restock bug. The borg looks at restock needs with a great degree of urgency. If he needs to restock on an item, he knows to leave that level immediately and return to town. For a long time, the borg triggered the rs_recall if the number of recall items was less than 1. See any problems with that? How can he recall to town if he has < 1 recall item? That rs_recall was moved to depth 10 and made < 2. The problem (and many borg deaths) is when the borg has 1 recall scroll in the dungeon and he is hit with a firebolt, burns the scroll, and he is left screwed.

Jan 13, 1) Mage borgs were doing some Defence maneuvers before doing the Healing. He needed to Heal up first if poisoned, bleeding, or confused.

Jan 12, 1) Destruction allowed if fighting too many uniques at same time. 2) Increased bravery a lot if the borg is out of food. 3) When considering the landing zone on teleport, unknown grids were considered off limits but will now be ok to land on.

Jan 11, 1) Sometimes the borg tried to take off cursed rings when they were still cursed. Fixed it.

Jan 9, 1) Some swap loops were happening with rings. Made those fixes.

Jan 1, 2004, 1) Priest spell of Banishment needed some fixes. 2) If scaryguy on level, borg will try to use a Speed item. 3) There was only place where the borg was denied from taking downstairs if he was out of food. This needed to be corrected to match the other checks.

Dec 30,2003, 1) Increased the penalty for using broken swords as weapons.

Dec 29, 1) The borg was getting credit for ateleportlvl if the spell was _legal_fail() instead of _okay_fail(). This was having the borg believe that he had a form of teleport and kept him from returning to town to restock.

Dec 27, 1) Defence use of elemental rings needed to be able target something.

Dec 26, 1) Borgs with good HP and a Bless/Hero/Berserk engaged was not resting to restore depleted Mana. The borg will now rest to restore that mana if it is less that 1/3 the max Mana. Some control measures are in place to keep him from casting-resting-casting while around clevel 20. 2) the borg_status screen needed a fix. The slay dragon and exterminate demons was not showing up correctly.

Dec 24, for some strange region, the rangers were unhooking if the Rfire spell would leave his mana under 22 (reserve mana). The borg was incorrectly passing the spell_okay_fail(). It may be related to a variable tromp. After a couple quick checks and recompiling the error seems gone. Let me know if it returns.

Dec 23, 1) Mages are more likely to teleport out of a mildly dangerous room if getting low on mana. And along that same vein, the reserve mana for mages was improved slightly. 2) The elemental rings will be included for attacks, and defence manuevers.

Dec 19, 1) Repaired a potential bug with 3-way ring swapping. 2) Repaired and improved the Banishment defence maneuver. The borg will scan the monsters and if there is a race that contributes a lot of danger to the level, but not necessarily immediate threat, he will consider nuking them.

Dec 18, 1) the borg_quaff_crit() needed a fix, as did the quaffing of cure crits while confused.

Dec 16, 1) If the borg has perfect saves, rdark, and rlight, then it can qualify for Rblindness. 2) Mage borgs will count and banish Wights if they get too numerous.

Dec 14, 1) The artifacts which grant Teleport and Phase will give only 1 instead of 1000 like the other spells. 2) the curse Aggrevation will be feared more except for Mages. 3) Repaired a typo in some flowing stuff relating food. This might have contributed to some starvation deaths.

Dec 10, 1) In borg_escape(), Teleport Level scrolls will be used before the risky staff of Teleportation. 2) The act_mana_bolt gloves are now considered in the attack types.

Dec 8, 1) Borg shopping in the BM needed some fixes, including buying Rods of Illumination if the borg does not have have source of Call Light. 2) Borg needed a slight fix in the borg.txt formulas. 3) Mages will count Liches, Demons, and Angels. If they get too numerous on a level, he will Genocide them. Quite similar to what he does to hounds. 4) Some speed-up issues for the borg in borg_defence().

Dec 7, Priests were not calculating the benefit of Banishment correctly (the evil one, not genocide). 2) Slight modification to how a borg chooses and scores his equipment choices. It may help to improve his choices. In particular, there was a problem with him prefering the Numenor helm instead of Dor-Lomin eventhough the Dor-Lomin granted much more power.

Dec 4, Fixed the problem which kept some borgs from diving d/t loss of ESP. 2) Several more artifact activations will be appreciated more and can qualify as a good source of that spell (like WoR, Restoration, Teleport, Phase). It may pose a tiny problem if a borg has only the artifact as a source of Teleport. But he is also more careful to wait and recharge certain artifacts. In exchange for this risk exposure, the borg will spend far less time scumming for teleport and recall.

Dec 2, Borg will be allowed to buy Healing pots from the BM, even scum for them.

Dec 1, 1) Borg will store Recharge items in the home. 2) Borg given a slight reward for increasing his light radius.

Nov 30, 1) Borg was stuck never believing he was ready to fight Morgoth due to one of the changes on Nov 19. 2) Borg was going spastic with dark-4, dark-5. It may have been related to trying to dig rubble while hungry and weak. 3) Teleport Level spell added to defence maneuvers. Used in extreme danger and when landing grids from teleport are probably dangerous.

Nov 28, 1) Borg will try to use a Teleport Level scroll before use a staff of Destruction. 2) He will be allowed to scum the BM for them as well. 3) Slight correction to Genocide to make sure there was not too much danger after the spell was cast. 4) No casting of attack spells in town while money scumming, keeps mana up so starving is reduced. 5) Certain deaths from resting with the game option disturb_move have been reduced. 6) Correction to the way the 'cackles evilly' was handled. 7) Problems with diving while the 'need to refuel but can't' eventhough the borg has a perma lightsource has been fixed. 8) A few LOS changes to help the borg be more fearful if wounded. He thought some unknown grids were walls when in fact they open and he was taking hits.

Nov 24, 1) Reinforced the rule on no casting emergency use of attack spells if several monsters are near. 2) There was a strange problem with the borg wanting to flow dark-4, dark-5 immediately. He is supposed to flow dark-4 or 5 but not both in the same turn. This is inducing some bounce behavior. Several deaths and starvations resulted from this. I will keep an eye out for it.

Nov 22, 1) Borg will be allowed to scum town in order to buy the dungeon spell books. 2) Earthquake is more likely to be cast if borg is fighting a summoner. 3) Borg will genocide hounds if more than 20 are on a level (previously was 30). 4) The priest spell of Banish Evil was not being calculated correctly. And it will log who gets banished.

Nov 20, 1) The goal_ignoring flags will not need to be set for farming but will continue to be set for breeder levels if recall == 0. 2) Borg will not search spastic if near a monster. 3) Critical attempts to escape were resulting in too many deaths. Now he will only do it, if his HP are 10% of his full HP. 4) Borg will receive an extra bonus on number of blows from melee weapons if under clevel 10. This will encourage the borg to use whips and daggers, which might help out his fighting. 5) Teleport Other will not be cast unless the borg is left in a far less dangerous position. 6) Borg will be allowed to stack Hero and Berserk, where previously he was only interested in casting one or the other. He will not rest to regain mana after casting these spells. So he will be lower on mana but prepared for fights. It is too bad rangers do not get Hero until they find book 7, otherwise that +12 tohit would be awsome. 7) I have seen a lot of 'frying-pan-fire' deaths with teleport lately. Any suggestions would be appreciated. I have considered and implemented a limited check on possible landing zones with Teleport to check for possible damage. I have also considered having the borg use Destruction more. But Destruction is a little hard to get and keep. Other options could be more liberal use of Teleport Other, Banishment, Mass Banishment.

Nov 19, 1) Risky borgs (and clevel 50) will not be required to kill uniques before diving. I am seriously considering removing that requirement all together. Risky Borg Behavior is not really a suicide trip, but he is slightly more risky and not constrained by conservative guidelines. He dives faster and escapes fights slightly less. I imagine if a risky borg won, he would do it in about 25% of the time a non risky borg. For more information on risky borgs read the borg.txt.

Nov 17, 1) Borg will be able to use Teleport Other on a unique if it is inside of a vault. 2) Borg is encouraged explore vaults by flowing to monsters inspite of some dangers.

Nov 15, 1) The borg needed to be able to flow to the house if he and the general store were out of food.

Nov 14, 1) Borg was not fleeing downstairs if he was hungry. He would flee 'to' the stair, but not down them. That is now repaired. 2) Minor fix to the See Invis changes yesterday; he needed to understand that the See Invis spell would not be engaged in town. 3) I got what I needed out of the level advances in borg map and log files. They will be cut.

Nov 13, 1) Willem S. gave two super recommendations which were implemented: If the borg has perfect saves then the FA req. is covered. If the borg has a good spell source of See Invis then it can cover the borg's requirement.

Nov 11, 1) Borg was not detecting traps, walls or doors correctly. 2) Borg was deleting objects from his memory as soon as they disappeared from view (if a monster stepped onto it). This could induce bouncing behavior. Now the item must be missing for 3 or more turns before it is deleted from memory. Nov 10, Detect Evil (although important at low level) does not need to be cast so frequently in town. 2) Borgs were allowed to flow over traps to escape scaryguy levels. But it caused more problems that it solved. So hopefully he will not bounce on traps.

Nov 9, After multiple hours and runs of GDB and about 5 Dr. Peppers, I got the problem from yesterday fixed. Eric Peters submitted some very good clues on where I might look.

Nov 8, Borg is having a problem with the borg_skill[] being overwritten. I have used gdb to trap the event and it looks like the calc_player_bonus() is involved somehow. I need some help tracking down the error. You can see the error in progress if the borg is Searching while in town (must be clevel <=3) or if he spastic searches in town. The borg_skill[CDEPTH] (borg_skill[1257]) is getting massively pounded, as are a few other borg_skill[] numbers. Included with the distribution is a savefile wherein you can recreate the error. Just have the borg walk in town and you may see him acting dumb. Please help track this down so we can get the borg up and running again.

Nov 7, 1) Borg will not perform the 'safe to phase' checks if he does not have a source of phase. 2) There have been some starving deaths in town which are related to the borg_skill[] variable being overwritten. I am trying to locate it. You may see this if the borg gets twitchy in town or tries to flow spastic in town. 3) Borg is better able to flee the level via closest stair (up or down) if fleeing the level from a scaryguy. 4) Some minor changes to using stairs to help ensure a good exit from the level. 5) Borg needed to know if the game option 'dungeon_stair' was on or not.

Nov 5, 1) Previously, the borg would not flow to certain grids if the danger was greater than 1/3 his HP, but some other grids had varying danger thresholds which would allow him to be more brave under certain circumstances. I have equalized all the formula so that the borg can move more efficiently. 2) The borg will no longer overflow on messages when paralyzed. 3) The borg will keep track of closed doors while he is under clevel 5. If a door opens in the dungeon from a monster, the borg will consider that a scaryguy is on the level and will quickly flee. This will allow the borg to get advanced knowledge that a monster is approaching. 4) Slight modifications to scaryguys. 5) Borg will report in the .map file if it is daytime in town. (Will help with collecting data on town deaths). 6) Borg will not back-up as a retreat if a scaryguy is on the level. Hopefully, he will plow through monsters and head straight to the stairs.

Oct 29, 1) Retreating and Backing-Up were modified to make sure it is a clear reward for the borg. Too often as he would back up 4 or 5 steps, he would take hits in the process and get his HP wittled down. 2) Flow patterns and icky grids (scary grids due to monsters) will be re-evaluated each round if there is a scary guy on the level (using the danger_wipe). Also, the borg will be allowed to flow through dangerous grids in the process of finding an escape route. This slows the borg down a tiny bit, but helps the borg to escape levels with breeding worms and mice, and decreases the starvation deaths. 3) The perma spell Bless has been changed to the Bless spell to allow low level priests and paladins to use it (previously it was the Prayer spell from book. Having a priest walk around the dungeon with a free +10 to hit might make a differece for them. 4) Repaired a bug which could allow the borg to recall down into the dungeon from town when leaving the town if he had nothing to sell.

Oct 27, 1) Starving borgs will be able to flow through dangerous grids and will not flow to kills. Hopefully he will flow to stairs more instead of starving.

Oct 25, 1) Repaired a spell address bug on defence spell of Destruction. 2) Repaired a bug which was which causing the borgskill[] to be overwritten. The bug was manifesting on my machine as the borg trying to not reset his recall depth while recalling from town.

Oct 22, 1) Sometimes, if the borg is wielding the artifact diggers, he will not want to buy or sell stuff in town.

Oct 20, 1) The borg will create a Sea of Runes to attack and kill Morgoth. I have tested this routine about 35 times with Mages. It works great. I have not fully tested it with Priests. 2) Borg will wait to enchant and brand bolts, avoiding having 3 stacks of 5 bolts with varying enchants and brands. 3) Borg will be careful when using Chaos spells which can polymorph almost dead monsters, making new ones with perfect health. 4) Limited the use of ShootNScoot on monsters easily killable. 5) Repaired a possible crash with flowing spastic. 6) Reduced the amount of time a borg will spend in town if low level. The BSV, SER, & MLM were kicking his trash. So the borg will no longer be required to visit all shops (skips BM, Home, Magic Shop if not mage) prior to doing his shopping. Also, if the borg has no money and only a few things to sell, he will not be required to visit all shops before he can leave town.

Oct 2, 1) Altered the way the borg will count up sellable items in inventory so that he will stay in the dungeon longer. 2) Increased the radius that the borg will search for monsters who generated a message. This will reduce the number of 'Unable to located monster' messages.

Oct 1, 1) Repaired a spell address typo for num_ID. and Sanctuary. 2) Clevel 50 borgs have slightly more bravery when it comes to establishing flow patterns. 3) Critical phase not done in town. 4) Borg will consider using Destruction instead of Teleport on certain situations. He will attempt to avoid the frying-pan-fire deaths by estimating the number of safe landing zones for Teleport and not Teleporting if there are too many dangerous ones.

Sept 23, 1) Borg will log when he gets to depth 100. 2) Applied a submitted patch to repair the ^z$ crash. 3) Borg will not use ShootN'Scoot against monsters who pass_wall or kill_wall.

Sept 22, 1) Borg will be allowed to buy more items from the black market (certain rods like healing, speed, recall). I am trying allowing the borg to money scum town in order to buy these special rods. Problem is, the warrior borgs will run out of stored food and the town will run low on food if he spends several thousand turns resting in town to mug drunks. But the warriors will benefit most from having these rods. So I am thinking about having the warrior borg store 500 rations in town in order to store. So report any ineffecient behavior related to this.

Sept 21, 1) Applied a fix for reported level bouncing related to checking for living uniques. I have not seen the bug myself. 2) Borg will not note money scumming stuff in the log if he has more money than needed and does not actually have to scum the town for more. He will also not note the advancement to a level if he is gaining it back after being drained. 3) Teleport Other was still acting goofy, another repair.

Sept 18, 1) Another correction to underestimating danger. 2) Before spastic searching for secret doors, borg will attempt to cast Detection spells. 3) Borg will log when he finds the Phial.

Sept 10, Minor fixes to the borg restock and depth preparedness relating to healing potions.

Sept 5, The borg will try to head straight to the General Store to buy a lantern (as opposed to having to check each shop first before making any purchase). The borg will leave level one very quickly if he had to flee the town level quickly. These two changes will help the borg to get a lantern early on which help him greatly to avoid early monster death.

Sept 3, The borg will keep a short log of events. He will record the turn number for level advancements and when he uses the money-scumming routines.

August 31, Repaired a bug that kept the borg from finalizing his town scum purchase. A new borg cheat command was added (^zr) will restock the stores. This is useful for debugging shop behavior.

August 29, Minor repair to the modifications in yesterdays twitchy fix.

August 28, 1) Previously, the borg would not return to town to restock if a unique was on the level. That is now lifted. Restock means he is seriously low on gear and must get back to town. 2) Storing food at home is now graded so that a level 5 borg won't spend all his money to get 99 food rations in the home. Cut offs are at clevel 15, and 35. Fuel is also handled this way. 3) Breeder levels will trigger the goal_fleeing now instead of goal_leaving. 4) If the borg gets to the Level 3 Twitchy and Boosted Bravery, multiple factors of the level are 'forgotten' which will have him relearn important things.

August 25, 1) Various improvements to how the borg will use Detect Evil. Will greatly reduce the deaths from town scary guys. 2) The borg may use ranged attacks against mice and worms even though they are scaryguys.

August 23, 1) Low level borgs (clevel < 10) will use some of the borg_worship_gold behaviors to improve cash flow early in the game. 2) I made the shootNscoot behavior smarter for Rogues and Warriors. 3) No flowing to items if a scaryguy on level.

August 22, 1) The borg will not be allowed to swap out certain resistances thinking it is an improvement. 2) The borg will not add the regional fear induced from multiple monsters if he has been sitting on the panel for too long. 3) With respect to using recall items, the borg has used certain fail-rate checks to determine which will be the most successful type. I have removed the fail-rate check for Rods of Recall used in the activation check. But it will remain for counting spells. Meaning, the borg will not count the Rod of Recall as a reliable type of recall unless he can reasonably succeed. However, if he has one in inventory, he will try it when needing to recall. I am hoping this change will fix the starvation-recall issues which crept in with the 3.0.3 update.

August 21, Repaired a problem with the Lunal Mode not diving.

August 11, Repaired that bug which caused the borg to unhook after casting certain defence manuevers.

July 29, Borg will store fuel in the house until he gets an artifact lite. The town has run out of fuel a few times the borg has freeked out. He will be needing an extra supply.

July 23, Borg will now recall to town quicker if he needs to restock. This will slow the borg down as he burns his recall scrolls. The low level borgs will not flow to dark-5 too far. This will keep him from pacing back and forth while < clevel 5. Mage borgs will consider Teleport Other on a unique which is adjacent to him. I had to fix some very stupid behavior involving the ShootN'Scoot behavior. Lastly, the borg is still misIDing monsters as items (thinks the monster is a wooden torch instead of a Drolem, etc). I have no idea why it is happening. It started with 303. If anyone finds pattern to it, let me know.

July 11, Completely reworked the Teleport Other spell. Previously the borg would calculate the danger of each monster in the beam-path then add them all up. Unfortunately, the way borg_danger() works, this made frequent mistakes and he would cast TO and leave himself in danger. Now the borg will keep a list of all the monsters in the beam path then calculate the danger once but it will skip each of the monsters in that list.

July 4, Borg will assume traps are adjacent to him and will use Detect Trap if any monster "cackles evilly." The danger of the monster listed in the Teleport Other spell path is displayed.

July 2, Teleport Other spell will create a log of the beam pathway to see what monsters the borg thinks will be included. This will help me in debugging and improving the use of this spell. Teleport Other has been modified: the borg will consider it at a lower danger threshold than before, and will consider it if he is fighting more than 2 uniques at one time. He will be allowed to Teleport Away a unique if that unique is causing more danger than the borg has HP (30% more) or if fighting more than one unique. Lastly the Teleport Other spell has been turned back into a beam for the borg. He had been considering it as a bolt so that only the most dangerous monster would be sent away. As a beam, he can more correctly consider the best target to get multiple monsters and the most dangerous line-up.

June 25 2003, Repaired a mistake which would result in the borg ignoring regional fear from unseen monsters. Mage borgs will be allowed to melee in town instead of always resting to restore mana. Improved the way in which the borg will consider the use of Emergency Magic Missiles (he tends to faint and die too much). Offset attacks that do only 1 point of damage are now forbidden. Level 50 borgs have the regional fear induced from multiple monsters in a confined area cut significantly, this will make them a bit more brave.

May 10, Fixed a targetting error which would keep the borg from using offset targetting with bolts. (Aiming beyond the target.) Added a check to see that the borg was not using mana expensive spells to do little damage. Greatly improved the likelyhood that a borg would attempt a shot over an unknown grid to hit a monster. Also, I made some repairs to how the borg can crush items which slow him down.

May 8, Few details added to some borg comments in the log to make it easier for others to see what the borg is thinking. Making sure that floor grids are being placed under non-pass wall monsters (some never_move monsters kept there feat_invis grid which kept the borg from using offset targetting).

May 7, Fixed the buggy behavior and spinning introduced by the Player Ghost fix from two days ago.

May 5, Fixed the Player Ghost assumption when the borgs equipment was not affected by an attack.
Improvements and modifications to how scary guys are handled.
Improved searching while walking functions (careful not to search if close to monsters or scaryguys).

April 20, Fixed the bashing door problem. Tracking down the problem with the Flasks of Oil not being tracked correctly which is leading to their recreation each turn.

March 31, Borg will be rewarded more for storing WoR in the home. Warrior borgs will not carry the resist heat/cold potions if they are immune.

March 18, Improvement on how the borg will collect Phase Door scrolls. Borg will have increased rewared for getting CSW Potions if he can not find CCW. The radius of the fear monsters is decreased from 7 grids to 6.

March 17, The borg will now hustle down if he is playing too shallow. Example: If the borg is maxdepth set at 81 but prepared to 25 due to Teleport restrictions, he will walk from town down to 25. But he takes his sweet time and explores each level completely. Now the borg will dive very quickly until he is within 5 dlevels of the prepared depth.

March 16, I fixed the 'boy, I love to carry 300 pebbles around' bug

March 13, Repair to a few typos in the most recent borg.txt.
ShootN'Scoot should not have been engaged if the borg approaches a never_move monster.
Correction to the extremely long line in the .map file.

March 12, Yesterday's archive was not uploaded correctly.

March 11, To help the borg not get slowed down by having to carry so much stuff, the number of certain items required by the borg will be decreased until the borg reaches strength 15. Those items include: ID scrolls, flasks of oil, missiles, 2nd copy of spell books, recall scrolls, and teleports. I finally noticed the reported bug with the Grey Mushroom Patch. The borg thinks it is a wooden torch. I hope to fix this in a day or two. Are there any other types of monsters that do this?

March 10, Reliable Phase Door spells and Blink spells count towards amt_phase.

March 9, Jammed doors were not being 'B'ashed correctly.
I increased the AUTO_TEMP_MAX to 9000 to match the AUTO_VIEW_MAX. There was a bug report related to Big Screen and this may be the problem. I do not use Big Screen so I have not seen any bugs.
Sometimes after reading an Unknown Scroll or Unknown Staff, he can get stuck in a loop (if the unknown is an ID)

March 8, Repaired some reported crashes. I have not seen the crashes, but I suspect they were related to the zone fear induced by monsters. I also altered the ^z$ stuff. I hope I fixed that crash.

March 1, A new level a grid danger is added. The borg will add a little bit of fear around each monster. The fear won't scare the borg away but each monster will contribute some fear. So if the borg is near 15 or 20 Orcs, he will get very nervous. I hope this will keep the borg from getting killed by a massive mob. It will also help him use his Teleport items more effectively. The borg command of ^z_ will now show both the regional fear as before but also this new regional fear. The never_move monsters do not induce this extra fear. Borg will not 'spastic search' over traps.

Feb 26, The map file created at the death of the borg will now dump the borg_skill[] information which will aid me in making improvements.

Feb 22, Borg will not target a PASS_WALL monster with a ranged attack unless that monster is on a known floor grid.

Feb 21, I think I corrected the home-swap-loop with Staves of Teleport. I fixed some bugs with Teleport Level scrolls. And I fixed a bug which was causing the borg to miss his target when trying to shoot it with the Fingolfin activation (spikes). I added/changed the ^z% to display the borgs projection path. It will show the pathway the borg believes his projectile will follow (red asterisk), then display the games projection path (purple beam of asterisks, subject to game speed delay, increase to see the purple dots better). This will aid in debugging issues with the borgs internal projection code to see it is matches the rapidly changeing game code.

Feb 12, If the borg has a reasonably good chance to successfully use a Staff of Teleportation then it can count towards the requirement of ATELEPORT (which is generally considered scrolls of teleportation). Also, if the borg has scrolls of teleport level, then it will count towards the ATELEPORT. This will assist the deep borgs from getting held up at depth 46 waiting to 'rs ATELEPORT(1)' (restock 1 teleport scroll before diving deeper). Monsters are given some 'minimal energy' to equate the borg's energy in borg_danger(). This will help the borg better calculate danger of attacks when the borg is faster than monsters. (I will closely monitor this for a few days. Report any buggy fear behavior on this change.) Changes made to the way the borg monitors the changes in his hitpoints from game turn. This will help if he gets hit from an unseen monster or poison damage.

Feb 9, Borg is now rewarded for carrying a Wand of Teleport Other. And he will try not destroy (crush) them unless he really needs to.

Feb 6, Repaired an issue where the defence spell Resist Cold was over valued and cast too often. Borg is slightly more like to cast Teleport Other. There was a hidden bug with the Glyph of Protection in the borg_danger(). It's fixed now. I hope the borg won't feel that he is invulnerable while standing on a glyph.

Jan 27, Updated for 303.

Jan 25, Fixed the corrupted zip files. The priest spell Teleport Level is now included in the other methods of escape in danger level 1.

Jan 22, Fixed the problem with the 302 borg being omniscient with the items that are non ID.

Jan 20, I updated the borg to work with Angband 3.0.2. There were some problems with the new object_desc_spoil(). I think I fixed em up. There may also be some issues with a Robe of Magi. I have not been able to get the game to generate one randomly. If you find one, send me the savefile so I can mess with it.

Jan 18, The borg will not cast the preparatory spells prior to stairs if he is fleeing the level. Also, he is a bit more careful about resting to regain mana just after he has cast one of these prep spells.

Jan 17, The distance the borg will spastic search (looking around for secret doors because he is bored and all hallways have been fully explored) will be 25 steps if < clevel 30 and clevel 50 otherwise. This had been 250 so he would spend many turns walking back and forth over the dungeon looking for secret doors and finding none. This is done to help him reduce the number of turns he takes in the whole game. It has no direct effect on his survivability. Also, the borg was not using wands of wonder unless the danger was twice his hit points. I reduced this to 80%. There are 17 nice attacks on the wand and 6 neutral/bad ones. Seems like he can take a chance and use the wand more frequently. Use of the wand is noted in the log so if there are lots of deaths following this use, then we can modify it again. Lastly, the borg was not buying Teleport Scrolls for some reason. The code is in place and the formula is in the borg.txt. So I don't know what is wrong. To solve this, I copied the formula into the section of dynamic-calcs power that is not handled by the borg.txt file.

Jan 16, Borgs will be a little more timid when fighting uniques (at least while under clevel 35). He used to stay in the fight until the danger was 120% of his hit points; now its 100% at clevel 35 and 80% under clevel 10. Low level borgs will not set the Searching flag if moving under boosted bravery. Clevel 5 is now the upper end of trap searching while moving (was at 3, too many level 4 borgs were stepping on traps and getting instadeath). I also repaired an uncommon problem where the borg might try to flow over and thus be required to disarm a trap when he should not be doing so.

Jan 12 2003, I saw some odd behavior with Teleport scrolls. I am trying to reproduce the errors to track it down. Borgs will be allowed to buy Teleport Scrolls from the BM.

Dec 10 2002, Repaired the Priest/Paladin enchantment of missile bug. Borg will be much more concerned about carrying Scrolls of Teleport after depth 20, instead of relying solely on his spells and staves. The WoR requirement for depth 3 was moved to depth 5 and reduced to 2 scrolls.

Dec 2, Clevel 45 requirement for depth 39 was removed.

Dec 1, Improved some WoR requirements for the depth 24 area. Previously, if the borg was playing too deep (twice his depth preparation), he liked to recall to town then climb down stairs to his comfort level. Now, the borg will only do this if the maximal depth is greater than 65.

Nov 30, Repaired that very serious issue with not refilling the lanterns and torches. Sorry about that. Mass Genocide and Genocide scrolls are now needed for level 100 not 98.

Nov 27, Attempted to repair the wide-screen issues. Please help test this to see if the borg gets unsynched due to mis-parsing the extra long messages.

Nov 26, Fixed that problem with the borg carrying a glowing item and not wanting to buy more fuel for the lantern or torches.

Nov 23, Fixed a modest error in the ^zo function to display item flags. Borgs will now store Aman and Elvenkind items in the home even if they are not yet *ID*'d. He will pull these items from the home if he has *ID* scrolls.

Nov 21, The borg was not correctly handling glowing items, like the Ammy of Devotion while the lantern was out of light. He assumed he was in darkness, even though the ammy was giving light. I also added the additive effects of glowing items to the light radius. Having a glowing item will add one degree to the light-source radius. Having multiple equipment (Ringil, and Ammy of Devotion) items with light radius is not handled; they still give one degree of increased radius. I added support for the branding of missiles spells, previously, only Cubragol was doing this.

Nov 13, The money scumming for potions was modified slightly to make sure the borg had a better chance to avoid the mugging (moved from 65% to 80%).

Nov 12, Remembrance spell is considered a source for Hold Life, so borgs will not be bound to finding HLife before diving deeper.

Nov 11, Fixed the goofy behavior with shootNscoot. The bugs related to the borg being out of sync and interacting with colors menu and other weirdness have been tracked down to using a bigscreen. If the message line is greater than 80 characters, the borg cannot parse the messages correctly. I will work to correct this over the next few days. If anyone else wants to help, look at borg9.c in borg_inkey_hack about line 4310 where the borg is reading the messages and catching the "-more-" prompt. I'm pretty sure the problem is related to borg_what_text(), and I suspect with the third element.

Nov 9, The borg was over-valueing the Staff of Holiness for it's healing powers.

Nov 8, Repaired the issues with boots and shields of Elvenkind not been recognized as having high resists. I also fixed an interesting bug where the borg would not cast a spell at a monster if there was an object in the flight path between the borg and the monster, and the borg had never seen that floor grid previously (as in coming down there stairs and finding a potion on the ground between the stair and the monster). The borg was not seeing this as a legitimate floor grid and would flow to the monster in order to melee attack it. I also decreased the penalties for casting spells which will encourage the mages and priests to use their spells instead of tanking around the dungeon. I repaired the problem with the borg not wanting to use the Cloak of Luthien.

Nov 6, Made another major speed enhancement by further optimizing the way in which the borg checks for living uniques while doing his level preparation checks. I repaired a bug with the borg.txt from 301. There are some references to formulas dealing with GOI. Those need to be removed. I think they are formula 58-60, or pretty close to that. If you replace your borg.txt with the most recent one, you will be fine.

Oct 31, Fail rate on enchanting moved from 40% to 65%. Penalty for using slings with STR less than 14 was moved to STR 9. Borgs will store enchant scrolls in the house and save them for at least a x3 shooter (long bow or light xbow). Steps were taken to make sure the borg did not enchant the x2 shooter by mistake when he should be enchanting the melee weapon. I had to repair a unhook bug which crept in with the efficiency changes to item analyzing.

Oct 28, A few optimizing routines added from Mr. Anderson. Matthew Anstey requested that borgs be more critical of keeping junk in the inventory while deep in the dungeon. Borgs had been filling up with some good stuff to sell then returning to town to sell it instead of scumming for more potions. This is probably a waste of time since at depth 95 he already has more money then Bill Gates (well, almost). I repaired an unhook bug which could result if the borg had two artifacts with the same activation and the first one in line was charging, but the second one was not.

Oct 17, Mikeal Anderson provided some very useful computations on how much CPU time is spent in various borg functions. Using this information, he and I have made the worst bottle neck more effecient. The largest user of CPU time was the borg_prepared() function, with about 30% of all the CPU going to this routine with it's two daughter routines. We have made that code more efficient and greatly reduced the number of times which it is called. I also tinkered on the way the borg will buy stat potions from the BM. There had been some cases of him scumming to get the cash then not buying them.

Oct 16, Added the Shoot'N'Scoot to the 301 code.

Oct 14, Fixed a problem which could keep the borg from using Phase Door spells correctly if he did not have a scroll of PD on him. Corrected some problems with choice of missile attacks on certain types of monsters. This should really help mages with magic missile use. I told the 293 borg how to use Shoot'N'Scoot maneuvers. I will test this out for a few days before sticking it into the 301 borg.

Oct 11, Fixed the problem with the artifact shield of Haradrim.

Oct 7, The borg has tried to not damage items on ground with certain types of spells (fireball on scrolls, electric ball on rings, etc). But sadly the borg will not use the most effective and damaging spell for fear of damaging the treasure on the ground. I have reduced the penalty for damaging the treasure on the ground. This will allow the borg to have more flexibility in spell choice. Also, I added some routines to allow the borg to scum town for certain items found in the Black Market, namely Stat Pots, *Heal*, Life, and Heals. He will stay in town, mugging drunks and saving his money. This can have him sitting in town a long time, so the option is set in Borg.txt under borg_self_scum. Default is TRUE. The borg won't do this unless he is at least clevel 15, has a perma light source, Satisfy Hunger spell, and at least a 65% chance to avoid getting mugged by townspeople. 65% is not very easy to get to. A clevel 30 borg would need a dexterity of 18/70. A clevel 45 borg would need a dexterity of 18/40. This routine will help the borg get his stats maxed without all the risk of being in the dungeon. But it will stay in town a lot. If that upsets you, then turn the option off in borg.txt. Along this line, the borg has a slightly improved method for spending time in town waiting for the townspeople to breed. The borg_status window is also updated to indicate that it is scumming for cash and that cash goal amount. Lastly, The borg has improved crushing of 'Junk' (with respect to being under the influence of borg_worship_gold or borg_self_scum flags). (And some Zborg fixes.)

Oct 4, (301) Repaired the bug which was causing some unusual keypress loops. The bug was related enchanting weapons. Modified the lunal mode a bit so that the borg is a bit smarter about doing it, and he will leave the stairs to collect gold and potions. Again, lunal_mode is not at a point where it works correctly. It's more of a test to see how deep the borg can get doing it. So unhooks are common.

Oct 2, (301) Began working on a cheat called borg_lunal_mode which can be set in the borg.txt. Basically the borg will scum stairs for other stairs, trying to dive as fast as he can. He tries to be careful while doing this since at low clevel he is subject to instadeath. Note: you need to have connecting stairways on in order to make full use of this. Again, I just started this so there may be some bugs in this. Oct 1, Repaired the bug with the Elfstones and Jewel artifacts. For the record, it was not a borg bug but an omission of the INSTA_ART flag for these two items in the artifact.txt file (they do have the flag in objects.txt). Repaired some ID loop problems induced by the mistaken omission of the EASY_KNOW flag to the Amulet of Resistance. Amulets should get either EASY_KNOW or HIDE_TYPE flags. The Amulet of Resistance did not get either one. This is a mistake and needs to be corrected. Fixed the bouncing problem that low level borgs had if two stairs are on the screen. Borg is allowed to buy Stat Pots from the BM. Shrieking creatures are added to scaryguy list because they cast Haste on to monsters. Borg will do less spastic searching while under clevel 3.

Sep 30, Removed the forced slow-down for delay factors. 301:Removed the work-around for the quartz-amulet problem, and added RR's macro for correct interpretation of flavors. Repaired the very annoying artifact activation bug.

Sep 25, Added some protection against segfaults relation to borg_slot(). Borg will be more careful to keep the Resistance spell up, and to refresh it when he thinks it is about to expire.

Sep 24, Fixed some potential problems with the borg desperate (moving to stairs under stress). (for 301) Repaired the Stone to Mud on amulet problem and removed the left over borg notations used for debugging artifacts.

Sep 23, Work on the 301 borg is now complete and ready for release. There were some interesting game play issues and needed to be dealt with. The borg was not reading mineral veins (*) correctly. He was seeing them as quote marks, and tried to walk through them. I had to redo the magic system a bit. So please report bugs and odd behavior to me so I can fix it. The 301 screen saver seems to be working ok. I had to modify the main-win.c file. If you plan on compiling your own screensaver, use my main-win.c.

Sep 21, Better use of Teleport Level to escape danger. Borg will now carry a few Teleport Level on him. The borg is now a lot less likely to be stuck at dlevel 26 searching for a few teleport scrolls in order to continue. Seems silly that a clevel 30-40 borg has a maximal depth of 26 because of teleport scroll limitations. Zang and Drang borgs also updated.

Sep 18, Fixed a problem in borg.txt (the line that is ateleport = 7 should be 2). Better handling of how the borg stores and collects scrolls of teleport and staves of teleportation. Fixed a major problem with consuming ez_heal potions in extreme danger (even when not badly damaged).

Sep 16, Borg_check_rest() will now check the Regional Fear (fear from non-seen monsters). Danger from non-seen monster attacks increased a bit. Borg will report if he is 'searching' while walking. Borg will be more careful about retreating to safer grids; the first step must be relatively safe.

Sep 13, Borg will be more likely to cast the good Resistance spell over the smaller ones if he is clevel 45 or higher. Repaired a spell address problem with casting spells before taking stairs.

Sep 6, Repaired some more mishandling of the One Ring. Added Respawing Borg command and a command to examine what flags the borg believes an item has. Borgs will collect a few more EZHeal potions (*Heal* and Life) prior to that final fight. Repaired some potential crash problems with array bounds.

Jul 10, Began looking at the vanilla 3.0 code. I'll start to upgrade the vborg to function in 3.0. It won't be ready soon. But I'll tinker on it.

Jun 26, Slight improvement on when Holy Word is cast while in Questor Combat.

Jun 7, Borgs needed some help reseting his shop goals after consuming his last type of item (thus moving the address of his goal_item).

May 23, Low level borgs will not attempt to walk into NEVER_MOVE monsters.

Apr 23, Scaryguy fixed for Light and Dark hounds. If the borg resists that form of attack (or blindness) then the hound won't be a scary guy. Added a special hack to further influence borg defence manuevers: if the borg is fighting a particular unique, RFire, RCold benefits are enhanced. Mainly designed for Tarresque but it can be applied to other types of defence setups and other uniques.

Apr 21, Repair to a mistake with 'ifndef bablos.' If the borg is not respawning correctly, let me know. Borg will not try to open doors if under clevel 15 and there is a monster adjacent to him. (He gets stuck trying to pick the lock while some whimpy monsters beats him to death). Final healing check modified slightly to allow for more use of *heal* while fighting uniques.

Apr 16, Too many borgs dying while moving 'desperate for stairs'. To avoid certain types of death, the borg will not retreat to a stair is a monster is sitting on that stair. Rarely, some borgs need to be able to escape up the stairs even if waiting for recall. This is now allowed.

Apr 15, Winning borgs who have 'respawn winners' on will log into the borg.dat.

Apr 13, Borg will try to use a Teleport Staff before trying to phase door.

Apr 5, Better handling of Anti-magic effect. Borg was wearing pseudoID'd boots with that effect, but was not understanding that the effect was on. If the boots had been *ID*'d then he would have understood the effect. The borg is now cheating to know if he is afflicted by this effect but not which item is causing this. So he will not be able to dump that item until it is *ID*'d.

Apr 4, Added better control over when the borg uses *Destruction*.

Apr 2, Fixed a spell address problem when casting a spell prior to taking a stairs/recall; borg was casting Remove Fear instead of Bless. Fixed an equipment choice problem which caused the borg to think his stats were higher and subsequently he would not choose equipment to boost stats (priests running around with 18/170 Wis, instead of 18/220). The routine to return to town to scum for objects (mainly CCW) was altered to have him check more frequently. Repaired the spamming fprint function that I forgot to remove from borg3.c. Willem S suggested (mainly for zborg) that borgs get power for using Rod of Illumination if they don't have Call Light ability. This was added to vborg and zborg. Winners list updated. Improved handling of monsters while hallucincating. I moved all borg files over to my laptop so some of the batch files used to create the zipfiles may have been goofed up. Let me know if the archives seem off.

Mar 26, Several little patches over the month. One in particular is better handling of fear of non seen monsters.

1-8-2002, Fixed a bug relating to using Format() twice in the same call.

12-31, Zborg is officially released. I would appreciate specific bug reports.

12-26, Still working on the Zborg. It is at a fairly stable point now. The zborg source is released. I have still not tracked down that bug which is causing the borg to bounce between two flow grids. I have been spending about 20 hrs a week working on the Zborg. I will get to back to bug fixes in time.

12-5, 1) Borg running around with no weapon is fixed. 2) The borg status screen updated to show Immunity flags (white) over magical resistance flags (green). 3) Made an attempt to fix that bug where the borg will bounce on the level while trying to choose his new flow pattern, then forgetting the objects and monsters, then finally fleeing the level. 4) Low level borgs who do not have slow digestion are now allowed to carry more than five food, up to the amount specified in borg.txt.

11-29, Borgs who are scumming for the *heal* pots at depth 99, will now store all the extra crap they are carrying for the end fight, namely the 15 Restoration mushrooms and the >15 Restore Mana potions. You will need to replace your borg.txt file if you are down at depth 99 or so.

11-28, Ok, I got the borg working again. The changes on 11-16 were the cause of the problem. Working good now. I also added a new borg command control-z ^. The '%' displays Flow information. This new one, '^' will display the probable pathway the borg will take. I also added the name of the unique who is on the level to the borg_status window. Finally, the borg may use the *heal* potions to fix confusion if he is really low on HP, and that annoying waiting-on-the-shop-door-step-while-waiting-for-recall has been fixed.

11-21, I undid many of the changes from 11-13. I hope the buggy behavior is fixed. There still seem to be some very unusual borg_powers, and equipment choices. Please report any weird stuff. Also for the next few days I will be reworking the borg_best_stuff(). That routine is supposed to test every combination of equipment and select the best package. It does not work right. I have a plan to rewrite it so that is will explore every possible equipment combination. I'm certain it will be a slower routine, but it should make a difference in borg equipment selection.

11-19, Wife is away this week, just me and the four kids at home. Borg updates might be slow. Fixed the problem where borgs would not recall into dungeon if the failrate was over 40%. Still patching up problems relating to the borg now correctly handling his stats. The borg will now receive a graduating penalty based on his maximal mana. So if he wears heavy armour at clevel 10 lowering his mana 10 pts which represents about 1/2 his mana, he will receive a greater penalty than if he suffered a 10 mana point loss when his mana is over 300. This may induce equipment swapping if his maximal mana is near one of the threshold values.

11-16, Replaced the cheat where the borg was getting the acual HP of each monster. Now he will 'read' the health bar and estimate the number of HP remaining based on the maximal possible for that monster. Desire for dragon scale armour based solely on its activation is decreased. I repaired some errors that were making the borg like to have massive primary stats (like 18/320 INT). I think I got that fixed now. I fixed the formulas which granted extra points for having an item with multiple high resist. Previously the borg was only considering RNeth, RChaos, RDisen on any single item. For formula was changed to: value += 30000 * (item->flags2 & TR2_RES_POIS + item->flags2 & TR2_RES_LITE + item->flags2 & TR2_RES_DARK + item->flags2 & TR2_RES_BLIND + item->flags2 & TR2_RES_CONFU + item->flags2 & TR2_RES_SOUND + item->flags2 & TR2_RES_SHARD + item->flags2 & TR2_RES_NEXUS + item->flags2 & TR2_RES_NETHR + item->flags2 & TR2_RES_CHAOS + item->flags2 & TR2_RES_DISEN). Thus granting 30k pts for each of the high resists. Fixed that bug where the borg would cast tons of prep spells before using stairs only to rest to regain his mana, then cast the spells again. DragonAngband borg fixed on a few minor things.

11-15, Fixed a Genocide ' ' issue. Fixed the money scum bug which allowed the borg to sell your gear.

11-14, A few minor changes to how the borg retreats from danger and backing up one grid.

11-13, Replace your Borg.txt. Borgs will cast a few more preparatory spells (Bless, Berserk, Hero, Speed, Resistance) before Recall hits, and also before taking stairs down. Also I made a significant revision in borg variables. The borg will now cheat more variables instead of reading them from the screen. This will help speed him up a bit. I have renamed many of the variables and moved some into Adam Goodman's borg_skill[] array. This will aid in porting the borg to other variants. With these new changes, there may be some odd bugs creep in. I found one related to the borg not liking speed rings. I found another one with the borg not wanting to carry food. Adam was kind enough to debug for me, for which I am grateful. There may be more hiding. I hope to be able to convert and cheat in a few more variables which will allow portability and speed to the borg. Cheating game variables goes against the Prime Directive of the Borg, which was "to read the screen and make decisions based on that information." But the information being cheated is not privilaged, the borg 'could' be made to read that information, I am just skipping the read to speed up the borg. Anything the borg is cheating to know, the player has access to. So if you have a significant philosophical hangup with some of these new changes, better stick with November 9 borg. (Confession: the borg does cheat privilaged information when it tracks monster health. Instead of reading the **** bar at the bottom and guessing the monsters remaining HP, it steals the actual number of HP from the game. Getting rid of this cheat is on my to-do list. I think RML will let me borrow this from his borg.)

11-9, Borgs who are waiting to recall back into the dungeon will try to cast PFE, or GOI just before the Recall hits. The borg will cast the spell 20 game turns after the recall is cast. Note this is game turns not borg turns, incase the borg is hastened or slowed. The recall will occurr somewhere between 16 and 35 turns after the recall spell is cast. So there is a chance that the GOI/PFE won't be on if the recall is activated from 16-19 turns. Resting to regain mana will now take place until clevel 25, instead of 15. The perma-spells won't be used until clevel 30 to avoid certain types of low mana loops. Lastly, the borg won't use Genocide if he has less than 75 HP. (Which was a very sad death when he Genocided 'D's with only 9 HP).

11-8, Tried to reduce the behavior of swapping in and out junky bows and slings. I also updated the HAS_LITE patch for 293. Lastly, borgs will crush the whole stack of items instead of one at a time.

11-7, Confused borgs would cure confusion at just about any cost. Even surrounded by 100 Chaos Bugs and with only 1 HP, he would drink a CCW to cure confusion then attempt the teleport staff on the next round. I have corrected this so if the borg is in pretty tough circumstances (danger >= HP * 15/10) then he will risk the fail attempt and try that Teleport Staff. He has nothing to lose, there would be very little chance of him surviving a second round.

11-5, Clevel <= 5 borgs will flee level 1 & 2 if they hear a door being bashed open. Grip and Fang do this. It may help the borg. Some snakes also bust down doors. Snakes are not generally a problem for the borg, but the dogs are. 2) When trying to gain speed spell, borg will now choose artifacts and other recharging things before consumables (staves, potions). 3) Borg is now aware that GOI does not protect against the annoying effect of some attack types (disenchanting of equipment, blindess, etc) .

11-2, Added a new function which has been called Mynstral Scumming or Money Scumming. The borg will stay in town killing townspeople until a monetary goal is reached. The goal can be set in borg.txt called borg_money_scum_amount. Read the note in borg.txt for more information on this. This routine is more for pple playing the game than for the borg itself. It is set up to help you purchase that gotsta-get-me-one-a-dem Black Market items.

10-25, Corrected a miscalc error induced by the borg_danger changes made a few days ago. This is a big deal here. The mistake forced the Averaging of Monster Danger. So you could encounter a Dracolisk (w/o any RNeth) and have it only return a danger of 150 or so, since the Nether attack was averaged. Actually the danger should be close to 500.

10-14, Borg will conserve arrows a bit more by not shooting at non-melee guys guys lower than his level. A few scary guy changes: 1. Borg is now allowed to flow through traps (even if they are dangerous) if a scary guy is on the level. 2. Borg will walk over a trap instead of disarming it if fleeing. 3. No resting to recover HP/SP.

10-23, Borg rebrowses store more frequently to reduce the store loops.

10-22, The borg has been able to genocide monsters which immediately threaten him, Mass Genocide, and genocides Hounds at the start of a level. But I have added a new routine which will genocide a race which is very threatening to the level, though not on him directly. This will allow him to genocide escorts even though they are not posing immediate danger. It will also allow the borg to genocide a race if a summoner went happy and filled the level with a particular type. The criteria may need some tweaking. Currently the borg will genocide a race if that race's combined danger is at least 10x the borg's maximal hitpoints. I suspect that would be about 8 Dracoliches or Black Reavers on a level, or maybe 6 Chaos Beetles. Safegards have been added to make sure the borg does not kill himself in the process.

10-19, Added a safegaurd to the genocide spells, incase there were monsters which were not known to the borg.

10-18, Mages are encouraged not to melee (while low level) attack if possible they tend to swing and miss too much when they should be using Magic Missile. The reduced danger of scared monsters with ranged attacks is removed, they are still dangerous and still cast spells. (Stupid borg got killed by a Nightwing with only 35 HP. It cast Nether Ball, and the borg had about 150HP. The borg did not fear the NW since it was fleeing and was about 5 grids away. One arrow would have finished it up.) I increased the likelihood of the borg using his perma spells. ( Perma spells are things like, Haste Self is cheap so have it on all the time).

10-17, Sometimes (albeit rarely) the borg may think that it is on a glyph and assume that he is safe from danger. I added a routine to remove the glyph from under the borg if he is struck in melee combat. I also allowed borgs to use their *heal* and life pots as part of their healing check. But they are restricted to combat with uniques. This will save some borgs but the borg will have a tough time collecting these potions since he will be consuming them more frequently. Dark and Light hounds will be 'scary-guys' even if the borg has a supply of CCW. Too many were drinking and getting blinded the next turn. So now, unless the borg has RBlind, these guys will be feared. The borg will now rest to recharge a rod of recall (he already does this for healing rods).

10-16, Rework of how full vs probable danger (damage) is calculated by the borg. He had been miscalculating the danger of breath attacks partly due to his increased speed and some arbitrary formulas. ie. If a Wyrm only breathes 1 out of 10 turns but breaths for 500 damage. The borg would consider the danger to be 50. But if the borg had 500 or fewer HP then the danger was recognized as 500 (Since it could kill him in one turn). However, if the borg was hastened to twice the wyrm speed then the 50 danger was reduced even more. Basically, it was messing up at calculating the true danger of breath attacks especially if the borg was greater than +10 speed. I also added a 6th check in borg_escape(). This will allow mage and priest borgs to escape if he is getting low on mana and in a moderately dangerous position (danger is about 60% of his HP).

10-15, 1) Desperate borgs will now not flow through unknown grids to get to the stairs. It is better for them to take the known route. 2) Chaos breather types are added to the scary guy list. 3) Minor fix on buying equipment from the home and having to rebrowse the store. 4) Minor tweak on the mana-use penalties associated with use of Magic Missile by low level mages. 5) Tweak to the Level 4 Healing test.

10-12, Genocide will now make a count and estimate the amount of strain damage to be recieved. (Mass Gen already did this, I must have forgotten it for Geno). Some rework on the danger of an unseen monster done. Also, the borg may use the Teleport Level scroll to flee a dangerous place. I made a change to the borg_danger() routine also. For some time now, the borg would average the damage of the various ranged attacks of the monster. This helped his bravery considerably. Especially if he had two immunities. However, if there was an attack that had significantly more damage than the others, then no average was made and the most dangerous attack was returned. There is a problem when dealing with defence manuevers. If the borg is considering casting a spell like Resistance and the monster also has a non resistable attack (like Disenchant for the Tarresque) then the damage returned will be for that spell, since the danger of the others (like fire, cold) will be greatly reduced by the proposed defence spell. The result will be the borg will not cast the resistance spell eventhough it may be a very good idea. To fix this, the flag 'average' is added to the borg_danger() to skip this check and return the average damage. This will allow the borg to more carefully consider the double resist defence manuevers.

10-11, I improved the 'short leash' routines for low level borgs. They will now stay in the dungeon longer but still remain fairly close to the stairs.

10-4, I improved the 'Desperate for Stairs' routine, it does help the borg but many die being desperate for stairs. I also improved how the borg will fight when there is a scary guy on the level.

10-3, Borgs had been very careful when exploring traps; only doing so if dexterous enough or with enough HP to survive setting it off. However borgs were allowed to flow through a trap on its way to some other interesting grid. This allowed the borg to disarm the trap as it passed by. This is resulted in a several trap deaths. This is now repaired. A borg will be forbidden to flow through a trap if it does not meet certain criteria based on Disarming Skill and HP. In addition to this, the low level borgs will activate the search command while exploring the dungeon. Hopefully this cut down down on some trap deaths. 2) Borgs had been 'resting on town stairs to gain mana' with a scrawny cat scratching him for 1 pt each round, eventually leading to a very embarrassing death.

10-2, Borgs had been penalized for shooting monsters who stood one square away. That restriction is now lifted if the monster is a unique. Minor fix to how Warriors and Rogues ID {good} items.

10-1, Repaired a bug relating to the recent ring fixes; the recently removed ring may take the inventory slot of the desired ring and the borg was putting on the old ring again, creating a loop. It is now repaired.

9-27, The bug relating to having a +14 Ring of Speed in the home and a +7 on the hand has been repaired. With this I also made the ring selecting routine a bit smarter. I also fixed the bug that let a borg wield a digger while trying to fight monsters. If I get a chance later today, I will take a closer look at ammo use for rangers: making sure they don't waste it, pick it up after shooting, and possibly return to town if low on ammo. Finally, I'd like to make sure the borg is not using weak damage spells on tough monsters when he should run up on them and beat them with a weapon. Too often the borg has launched Magic Missiles at Tiamat because she was not within melee range and the borg had no other ranged attack. Personally, I'd run up on her or hide around a corner and let her come to me.

8-30, Borg upgraded to run in 293. I added a new borg.txt variable (borg_delay_factor) for those folks who can't seem to figure out how to slow the borg down. I corrected some errors pointed out by David Grabiner relating to some borg_restock, borg_prep functions.

7-25, I fixed some errors pointed out by Mika V. They related to inconsistencies in Dynamic vs non-Dynamic Calcs, and a few minor others. Borg updates are slow this Summer. Several house projects going on, and work has been pretty busy (I might need to hire more staff).

7-19, I increased the value of the Detect Evil/Monster for borgs so that they will learn it faster, and increased the frequency of its use for low level borgs. This greatly helped clevel 2 mages and clevel 1 priests avoid Kobolds and other scary guys. Immediately upon entering a level they detected the scary guys and fled back to town. Secondly, if a spell caster loses his spell book which grants Sat.Hunger he will flee to town instantly (let me know if this does not happen). If a starving player has a full inventory he cannot buy food. So a starving player will crush inventory items to make room for food. Thirdly, I made sure the borg had enough money to make group puchases (5 food for $20). Lastly, I repaired the problem with the 74-75 AC problem; that curve is smoothed out (I hope).

7-16, The borg was told to not flow to a summoner through a perma rock. There are a bunch of winners that were emailed to my home computer that need to be forwarded to my work computer. I will try to get those winners in the next day or so.

7-13, The spell book dump (^zd) did not list the 9th spells. That is now repaired. Light and Dark hounds are now considered scaryguys if the borg does not have at least 3 CCW. Rerolling of stats upon respawn was redone. It is now Primary 17, Str 14, Dex 16, Con 13. This should help those poor mages who end up with 6 Str and get slowed by equipment. The 'desperate for stairs' was modified slightly to make it smarter. The borg will still consider Grip and Fang scaryguys and try to run from them. But if they are adjacent to the borg then he will (or should) fight them. These two guys have extra speed so the borg tries to run to the stairs (distance of n spaces) and the dog get one move and one hit each round, leading to the borg death. I think if a borg had about 15 HP he ought to be able to take out the dogs.

6-28, The fix that correction for the inscription problem may be causing crashes so I removed it.

6-18, The borg will now correctly handle chests that are not trapped.

6-13, Fixed that bug that made the borg crash when starting on depth 127.

6-12, Ez_heals are more likely to be used if Morgoth is dead. Some more information is displayed in Borg_status window when deeper than level 97. Another alteration to formula111 of borg.txt. I boosted the reward for melee damage if deeper than depth 75 while decreasing AC bonus if AC is greater than 75. I am hoping that a borg will choose a ring of damage over a ring of protection. There is still a problem with the borg inscribing objects and the game not accepting the inscription. To work around this, the borg will only inscribe in town.

6-8, Fixed the sanctuary-chaos bettle thing.

6-5, Stat draining monsters are feared more if the borg does not Sustain. Altered slightly the formula111 for borg.txt. I added some code to handle the One Ring better.

6-4, Borgs will now be more likely to consume a ez_heal if he has several of them in inventory or if he is fighting a unique deep in the dungeon. A minor oversight involving a "more confused" monster was repaired

6-1, Borgs will now Search, Disarm and Open chests. I tried to influence the borg to dive quicker to 100 if on 99 and prepped to dive.

5-30, 1) I fixed it so that borgs won't prefere Hard Biscuits over Food Rations when low on food. 2) Borgs may store a few more food items in the home. 3) I corrected for a potential problem where the borg may take too many slots in the house storing foods of different types. I hope these cut down on the surge in starvation deaths.

5-29, Added a bonus to borgs to carry more food if they Regenerate but do not have Slow Digestion. Fixed a few bugs in the the dragon borg.

5-25, Slime Molds will now be eaten as food if the borg is hungry. DragonAngband Borg is ready.

5-24, Repaired a bug which had risky borgs crashing the game.

5-17, I allowed the borg_worship variables to work when the dynamic calc option is on, previously the worship variables only effected the borg if dynamic calcs were off. Also fixed it so that the borg_plays_risky will work if dynamic calcs are on.

5-15, Vaevictus is providing scripts for more up to date borg stats. Check out the stat page. Borgs set on continual play mode (auto respawning) will now make high score entries.

5-14, Repaired a possible bug with shop-swaps (buying-selling same item). Shovels will not be carried if the player has crappy digging skills. Stat reducing attacks are now feared much more. Holy Word is a bit more likely to be cast when in Questor Combat.

5-11, I attempted to fix a possible reason why some preists get their stats drained to zilch (by increasing the skill amount required before attempting to disarm traps). Repaired a bug relating to Maggot and mages dancing in town. I altered the 'reason for not diving' from "Uniques >=3" to the name of the most shallow unique which must be killed. Now it is not entirely true that that particular unique must die (one of the other two could die and that would satisfy the borg enough to dive). But having th e name looks cool. I also added the name to the depth 99 reason "Uniques still alive." I also fixed a rare miscalc in which borgs would die to Chaos Beetles. Digging has been altered so that the borg is less likely to dig (requiring greater digging skills).

5-10, I fixed an error on the borg txt relating to maximizing spell points once GOI is legal. I added the recall depth to the borg status window. Vaevictus is putting together cgi scripts for the borg stats. I made an attempt to fix the problem that kept mages from diving to depth 100 even though they had potions. If you have a borg stuck on dlevel 99, I'd like a copy of the save file so I can test the various fixes.

5-7, I fixed the bug that kept the winners from dumping their maps. I added a new borg.txt variable 'auto_respawn_winners' which will have the borg respawn a new borg right after killing Morgoth. Personally, I like seeing winner screen with all the earthquake destruction and the crown laying on the ground. But some folks in the newsgroup would like it so they won't have to mess with renaming saver files after a win. By default this variable will be off.

5-3, Aggrevation curse now has a higher penalty. I corrected the way in which maximal weapon damage is calculated with respect to adding the +to_dam then calculating the slay factor. I made some modifications to the weapon choice and reward system. The borg was not really considering overlaping slays and was given great rewards for 'slay everything' weapons. I have altered the borg with the following:
1. Slay Animal is only rewarded if Brand Electric is not possesed.
2. Slay Orc and Slay Troll are rewarded less if Slay Evil is possesed.
3. Brand Electric has an increased reward.
These changes will significantly impact how the borg worships Zarcuthra. Although it is a nice weapon, it was receiving too great a reward based solely on the slays. One problem with the altering of SAnimal and BElec will be lightning breathing hounds and vortices. But I would not worry about that too much.

5-1, I repaired a bug which had mages acting goofy when maggot was around. 15 food rations and light fuels are no longer required since they are so heavy for low level characters. The borg who is scumming town will return after about 3500 turns instead of 10,000. I repaired a bug which had borgs planting glyphs while digging out vaults with summoners therein. I also implemented a very good suggestion concerning disturb_move. The spell casters will rest to regain mana, but resting with ESP will only res t one turn. Now disturb_move will be altered based on the danger of near by monsters. This will allow borgs to fully rest instead of resting a few turns.

4-25, I lowered the 'out-of-sync' threshold to 10,000 turns. So the borg will realize that something is wrong sooner. I lowered the number of times that the borg will park and try to enchant his equipment. It was at 500 turns in town, now to 350. I also added some time variables to the borg status term window. This might help in some debugging of loops.

4-17, I fixed that bug that kept the borg resting to recharge an item that had already recharged.

4-16, Bablos and RyanW reported home-purchasing problems with the borg. I tracked the bug to a faulty check to see if items were cursed. It is now repaired. I also improved the borg_restock() function by reducing the need for CCW if the borg resists blindness and confusion.

4-15, I noticed that the borg was turning auto_scum on when he was < clevl 5 and on depth1-5. This is pretty insane. So I altered it so the borg will not turn on auto_scumming until he is at a safer clevel (35).

4-13, I repaired a potential bug in the borg defence code, the borg may have tried to read a scroll of Detect Inviso when it was dark and he was out of light. I also modified the respawn stats and removed them from borg.txt. Now the primary and secondary stats will be rolled at 17, and CON will be 16. These are values before any race/class bonuses are added. Secondary stat is usually DEX except for Priests, they have STR as their secondary.

4-12, Added two more "scary guys": Filthy street urchins, and Farmer Maggot. Neither one was bad individually but they caused the borg to race around town waking up too many towns ppl and that lead to deaths. I repaired a potential bug with Azriel's listing as a scary guy, since Mages won't need RNethr Azriel may have been classified as Scary. I made a few minor improvements to the digging routines to keep weakling from trying to dig for treasure. I also made borgs more likely to rest to regain mana and HP.

4-11, (late in the afternoon) I greatly modified how the mages and priests treat their equipment and mana. Once the mage has the GOI spell the borg will turn on a super mana-worship in order to get the INT up to 18/200. Priests do a similar thing once they have the Holy Word spell. Again, this is done through borg.txt. My goal is to get as close to 0% fail on GOI and HW.

4-11, There must have been some problems with my updates. I had patched the borg to fix the cursed shovel business but something must have gotten messed up with the upload. I have repatched those areas so that the borg will better handle cursed equipment. I implemented a suggestion from Riivo not to force mages to have RNethr or RChaos if they have good HP and reliable GOI. This will allow your mage borgs to dive faster since they do not have to wait for these two resists at depth 60. What "reliable" means is this: If a mage has greater than 650 HP and RBlind and RConf and ESP and GOI is at least 4% fail. Thankfully I was able to code this into the BORG.TXT. So if you do not want to have this implemented then you can modify those two lines of borg.txt (all send a warm-fuzzy to Adam). Please update your borg.txt

4-10, Borgs are now more likely to purchase *Enchant* scrolls. Borgs are now less likely to waste their CCW on annoyances (Blind Warrior with ESP, Cuts when HP are high). The cursed shovel thing is (I hope) repaired.

4-4, Lowered the amount of time that priests and paladins will spend enchanting their stuff (cut in half). Riivo submittted a patch to repair some bugs in the swap code which may have been causing errors and crashes on Win2k machines. Several winners in the past couple of weeks.

3-19, Lowered the threshold for the 'out-of-sync' borg to attempt to resynchronize with the game. I updated the has_lite patch for 292 and enabled it for the binaries here.

3-15, Repaired the bug which made certain classes (mostly rogues) store several hundred speed pots in the house. This error was a big deal because he would junk more important items to make room for more speed pots. I also tried to speed the borg up some by eliminating two monster race scans that occur after depth 75. They were related to looking for the Tarrasque instead of pointing to the index (539). It now looks directly at the index. This is only a concern for people who use the JLE patch and move The Tarraseque from its location (monster 539). The borg will now return to his home if he has been away ofr longer than 10,000 turns (regardless if fighting a unique, or a vault on the level).

3-14, The game option of auto_more will now be set FALSE by the borg. I also modified the borg stat roller to use primary and secondary stats. Jesper Nelson submitted a patch which will allow randomly generated borgs to have higher starting (but still legal) stats. For example a Warrior would roll for 17 STR and 17 DEX and 16 CON, while Mage would want INT to be maxed instead of STR. These values are called upon when the auto_respawn_class is -1 (for random) otherwise the starting stats from borg.txt are used. Also, a note is made in the message log about how many turns it took the stat roller to meet the minimal requirements. Several folks have submitted winners, so the list is growing.

3-9, I attempted to repair a bug which kept the priest borgs from diving to depth 100 if they had Life potions instead of *Healing* as their emergency heals. If you have a priest at depth 99 and it has more than 25 *Healing* and Life potions and it won't dive, then please let me know and send me the file. Also, I very minor bug fix to borg_home_power() related to the priest Restoration spell. You will need to replace your borg.txt

3-8, Fixed a bug which could make the borg collect ego weapons if he was wielding a randart digging weapon.

3-7, Fixed an error which kept borgs fighting in dangerous situations if there maximal hitpoints were greater than 550. It should have been the current HP instead. Also fixed several things related to wearing cursed items. 1) cursed shovels won't be selected and the borg will not try to swap out a cursed weapon to wield his shovel. 2) buying scroll of *remove curse* (he already knew to use them, just not buy them). 3) Improvements on identifying what items are cursed.

3-5, Fixed a bug that kept priests from diving to depth 100. Fixed a minor issue relating to the purchasing-selling loops. You will need to update your borg.txt file.

2-28, Fixed a bug that allowed the borg to crush really nice ego items if they suffered some acid damage. Borgs will now not dig if they are in danger, but will use the Stone to Mud spell.

2-27, Encouraged the borg to carry more missiles, and to carry less food (to avoid being slow while low STR) This (most likely) will not impact the rate at which borgs die of starvation.

2-26, Minor repair to the shoveling code (again). Minor alteration to improve the Banishment spell. Minor fix to keep the borg from trying to pick up and item when all his inventory slots are full.

2-24, Minor but possibly sgnificant change in how the borg calcuates the effectiveness of the Banishment spell. Also swap weapons as diggers improved: Randarts with tunnelling counted, and if the Stone to Mud spell is legal, then no diggers are carried.

2-22, Forbade the borg from crushing Speed potions (Although mages might do it later), Applied some patches from Markus L. to smooth out a couple of rough edges. Also, borgs are more likely to back into a corridor if surrounded, even if the first few steps are dangerous.

2-21, Teleport Level is now used to escape a very dangerous level if the borg has no Teleports or Phase. The borg will no longer Bash doors if he is weak from hunger.

2-20, A few more purchase restrictions, this time paladins and rangers buying that 2nd spell book before clevel 8. Removed the dlevel 25 'teleport7' requirement for mage and priests if they have 0% fail on the teleport spell and RBlind and RConf.

2-19, I restricted the low level borgs ability to buy things in order to conserve money for more imortant items. For example a brand new borg would buy 5 more Food items, and 5 more Torches. Spending about $40 on these. A mage might by the next spell book for $125, even though he can not read a spell until clevel 5. So I have restricted his ability to buy these items if he already has enough. I also made a few minor enhancements to DVE's Borg Status Window. I repaired a bug which had the borg acting twitchy in town and bouncing off and on the stairs until he died. I reduced the number of Heal Pots required for Mages and Priests. Update your borg.txt.2-18, Several changes 1) altered and improved the way the borg collects and uses Speed Potions for the end game. 2) reduced the fear of uniques who summon other monsters. 3) repaired a bug in the borg_ready_morgoth calculations 4) borg will remove the borg_on_level flag if he kills a unique on that level (otherwise he would stay on that level for about 8000 turns) 5) Monstes to teleport or blink, or polymorpth are no longer considered dead but are deleted from the monster list. 6) improved how the borg will fear the final uniques at the deep levels as he prepares for Sauron and Morgoth. 7) repaired an error in the borg_heal() routine that could creep in while fighting Questors. 8) borg is more likely to use Mana Storm on uniques. 9) the fear of collateral damage from spells reduced (ice shatters potions, borg penalized the spell by 2000 pts). Collateral damage fear removed entirely for Mana Storm spell. 10) use of Banishment improved. 11) use of perma spells while holding the immunity made smarter. 12) borg a little braver about chasing down a unique and picking a fight with it. 13) resting to recharge an item now checks for nearby monsters. 14) added the weapon slays to the borg status window. 15) I think I fixed that junk at the end of the line in the .map file

1-31, A few fine tuning of the shovel code, including the bug that had him crushing his main weapon as soon as he swapped in the shovel.

1-27, The borg will now carry and use Diggers (shovels, picks). He will swap them in right before digging, then wield his weapon as soon as the dig is complete. I fixed a bug with borgs being out of light and wanting to the stairs.

1-25, Repair to the Azriel scary_guy code. Some repairs and changes to how the borg fears uniques at low levels. Also some changes and improvements to the "leash" on the low level borgs.

1-24, I made some improvements to how the borg refreshes the GOI spell. I also improved the way the borg handles his preparedness for the final two questors and their levels.

1-23, 1) Tinkered with a few of the borg_defense() maneuvers. 2) Tinkered with the upper end borg_heal() stuff. 3) Borg will not dig a-s corridor into a perma-wall ("Dayam, this rock is tough") 4) Borg will not drop to dlevel 99 until non-Questor uniques are dead (most of the time). 5) added a new borg.txt option borg_scums_uniques. When TRUE it will turn on the autoscumming if the borg is waiting to kill a unique in order to dive. 6) The borg is now allowed to dive to 99, under special conditions, even if uniques are still alive. 7) The borg will immediately cast Teleport Level to rise to 99 if he recalls to dlevel 100 and he is not ready to fight Morgoth.

1-22, I fixed the crash bug that crept in on the 1-19 release. I repaired a bug in the way the borg collects Res Mana pots for the final fight. I also modified the low mana threshold for when the borg will rest to regain mana. I patched a hole in borg_heal().

1-19, A couple of fine tunes to the anti-summoning routine. He will not tunnel if confused, out of light, or too weak (or no stone to mud spell). He will not tunnel if the summoner is further than 8 grids away.

1-18, The borg will now dig anti-summoning corridors. He will do this in a limited way. The summoner must be adjacent to a wall, and that wall grid must not have more than 4 floor grids touching it. Please report any abnormal behavior with this behavior. I also added some changes so that the TK borg can be updated without too much effort from Tim B.

1-16, 1) Repaired a bug relating to the borg exploiting offset-target ball spells and Orb of Draining. 2) The borg will try to avoid carrying staves down to fight Morgoth, since he drains them to heal himself. 3) Tweaked the use of Banishment for Priests. 4) Mushrooms of Restoring are stored in the house for use against Morgoth.

1-12, Altered the RFire and RCold perma spells so that the borg will (more likely) cast them if fighting a unique. Borg now reports if he is standing on a stair (used in debugging certain types of twitchy town deaths)

1-11, Repaired how the borg sees and averages the danger of spell attacks from monsters. I also modified the 'short leash' on borgs to keep them close to the stairs.

1-9, Repaired a minor error on low level borgs exploring the dungeon far from stairs.

1-2, Added the auto_stop_clevel, _dlevel and _king to the borg.txt file.

1-1, 2001 I repaired some bugs that crept in when I messed up my downloads the other day. Priests have a slightly different way of handling this Glyph arrays, including then glyphs are destroyed. It sure would be nice if the glyph spell had a launch message like the scroll. RR- think you can put that back in for 292?

12-30, Fixed a bug in the borg_perma_spells(); the priests were not casting RFire or RCold.

12-29, A few minor fixes. 1) how the borg uses Holy Word, 2) tried to fix a bug that caused the borg to be twitchy in town instead of taking stairs. 11-24, Added two more winners. Made changes and corrections to the way the borg uses Detect Invisible spell. I fixed some errors in borg_power pointed out from Adam G. Lastly, made a few modifications to how items are sold if the borg_worships_gold.

11-21, Made a correction to the use to Teleport Away; I think I finally got it right :) I repaired a hack for fighitng the Tarrasque. Oh and I went deer hunting this morning and got a really nice doe.

11-20, Made some clean ups to the code. Altered: 1) added a borg_worships_gold to the borg.txt; you can read about it in the borg.txt. 2) Slight improvement to how the borg uses LIfe potions when fighting Morgoth.

11-17, Repaired the inscription routines which could result in a very minor bug. Added another Winner to the list.

11-16, Cleaned the code a bit. I was asked to move all the borg related files to \lib\user\ which I did. I now ask you to move your borg.txt file to \lib\user\. This helps to clean the directories up a bit and when Angband 2.9.2 comes out, it will be important to have the directory structure clean. If you do not have your borg.txt file in the user directory, then your borg will run with the default values on. Grahame White had another winner. Nice job. Keep those Winners and Almosts in the email. And plz include the number of turns your borg had. You can read the final battle in the borg diary called battle.log.

11-14, 1) Borg will takeoff items which grant regeneration if starving and in town. 2) Made some repairs to the food and slime mold inscriptions; caused problems on unix machines. 3) Slight change to how the borg heals when fighting Questor monsters; he uses potions and won't risk the fail of a rod or staff. 4) Increased his bravery while fighting Sauron. 5) Borg conserves his arrows alot more now. 5) The retreat code was modified to make him more likely to retreat when surrounded by monsters, 6) He may rest on a stair if recooping his mana.

11-13, 1) Made a repair and re-instated the Refreshing of GOI for mages. 2) Changes to borg_escape() and borg_heal() to reduce risks of spell failures. 3) I modified how the Tank Mage uses swaps; he had trouble diving. 4) Cleaned up the borg_log_battle() code for unix users. 5) Borgs will inscribe food and Slime Molds (he keeps a few as pets)

11-8. Several tweaks. 1) Rods of Ident now have a fail check. 2) Increased the borg auto roller to 500,000 instead of the 64,000. 3) Increased the penalty for using Broken Weapons. 4) Increased the penalty for carrying heavy stuff. 5) Modified the anti-clock overflow checks slightly. 6) Added a fail check to the amt_recall for spells. Some low intelligence borgs could not cast it. 7) Modified the cure blindness check in borg_heal() to avoid fixing blindness in extreme danger when the borg has a teleport staff (and can successfully use it). 8) Increased the urgency of restocking items in inventory. 9) Added a few more forms of phase to the "buying time for recall" section of borg_caution(). 10) I added a special check and cure for confusion in borg_heal(); it relates to being confused and not being able to use a teleport staff with success. 11) Modified borg_flow_kill() so that he would not flow to 'FRIENDS' monsters unless he and the monster are in hallways. This should cut down on Cave Spider deaths and other types where he gets whoopped by a gang.

11-7, 1) Modified the penalty to Rangers and Rogues for wearing gloves; I made it less severe than mages. So they may wear gloves but at a penalty of 15000 pts, that translates to gloves of +8 AC will be worn. But if the borg_worships_ac then he will be more likely to wear gloves of lesser AC (maybe +5). 2) I attempted to repair a crash problem related to the borg_log_battle(). Let me know if you have problems with this routine in Linux.

11-6, 1) I had to make a tiny fix to the back_swap() routine; it was looping with GOI on. 2) I also moved the auto stop variables to the borg.txt file. These three variables, when set, can tell the borg to stop at certain clevels, dlevels, or when he wins the game. 3) Tiny fix on when the borg can retreat.

11-3, Actually I had two winners yesterday. The other was a High Elf Mage. You can read about him above. I made a tiny change to borg_wear_stuff() so that he would not exchange items if he were in danger (unless that slot was empty). I also set up collection and use of Potions of Beserk Strength. They are saved by non-mage and non-priests, kept in the house until late in the game. He will use them when fighting uniques. I added a check for {indestructible} items. {special} and {terrible} were already considered.

11-2, Had a Winner today. A dwarf priest. Some repairs to the overhaul. A complete detail may come in a day or two. I had the borg keep a diary of his fight with Sauron, and Morgoth. It will be in Battle.log. I added a Tank Mage play style to high level mages. Basically, they try to conserve mana to keep the GOI up and use a massive damage weapon on monsters. I also had to fix the defence maneuver of Earthquake, it was miscalculating the benefit and so was using it too much. Other changes include: 1) don't crush spell books to make room for items, 2) altered the collection of restore mana for fighting unique, 3) recalc of danger if PFE is on, 4) encourge borg to stay in the fight with Morgoth even if very dangerous, 5) Do not use Word of Destruction on Morgoth.

10-31, Major overhaul completed. Adam Goodman submitted a massive patch with numerous tweaks and some fine new code. The list of changes is extensive and much of it relates to better handling of his equipment/inventory. You will find that he dives faster and has greater life expectancy. Also, he and I worked on a Borg Configuration. Where you, the player/observer, can configure and customize the borg through a borg.txt. The borg.txt file should be placed in your \bone\ directory. Then modify the variables to how you want the borg to play. More variables will be added as time goes on. The borg.txt has nice documentation so read it for specifics. Send some feedback.

10-26, I increased the reward for Warriors, Paladins, and Rogues to carry Colluin (for the activation). I added Colluin to the list of BP_activations but only if a unique is on the level. I modified the BP_ spells to increase their usage if uniques are on the level and especially if a unique is near the player. I added the anti-buy-sell code to one other place where it could happen (Best Fit). Boosted the Magic Missile damage for low level mages; too many were going melee with and dying to Kobolds and they still had 2 or 3 mana pts. I added a varied AC bonus, so AC is worth less as you gain in clevels. I increased the danger from Nether attacks and lowered it's requirement to dlevel 55 instead of 60. I increased the message buffer dump if the player dies on dlevel 100; this might help us get a better feel of what happened if they die to Morgoth.

10-24, Repair to DragonBorg: Dragon Mages did not like to wear rings in one particular slot. I also added some requested code for Bablos.

10-23, I made repairs to the DragonBorg. No changes to the Vanilla borg.

10-19, Had a ***WINNER*** today. Human Mage. I had to make multiple changes scattered throughout the code relating to how a borg deals with GOI, as well as many other changes. Here is a brief description. Increased the bonus for carrying Ringil, modifed the section in borg4.c relating to preparations for the big fight, encouraged the borg to drink his Potions of Life is his stats are drained and fighting Morgoth.

10-18, Minor tweaks how he borg deals with resists at deeper levels. I installed the "genocide hounds." So now he will kill hounds when he enters a deep level so long as it is safe and he is in full health (and health is at least 400). Resting to recharge Rod of Healing will not occurr is the big Recharge Spell is legal. I modified the way the borg calculates danger while GOI is up.

10-17, I modified the way the borg handles weakness from hunger so that he will also consume potions for their nutritional value. I also tinkered with the Mass Genocide spell to see if I can get it to work better, including rewarding the borg for carrying Mass Genocide Scrolls.

10-16, Fixed a potential bug in the Speed spell. Modified the Slay and Kill Dragon to be less desirable. Fixed a potential bug in the way the borg tracks and forgets some types of monsters. I now have all the *.map files dump to the 'save' directory. I also reworked the Panel Shift code to shift the panel with approaching the edge of the screen. He does this after dlevel 70.

10-13, Fixed a potential bug in the re-worked Genocide Spell. It was possible for him to a non -existant monster. It was highly unlikely that it would occurr, but you never know.

10-12, I am still trying to pin down some common overflow bugs. One relates to ID'ing a previously ID'd randart phial. Another involves reading a recall scroll. And to my great disappointment my very promising mage died on level 71 to starvation. He was stuck bouncing on an item wanting to pick it up but his invenotry was full. I have no idea what he was thinking. There are several control measures that should stop that. Also, I repaired a bug in the new Genocide calculations.

10-10, I improved the way Genocide is calculated. I altered the way Heal Potions are used when fighting Morgoth. And that required a slight increase in the number of ez-heal potions required for the final fight.

10-9, Fixed a bug in the calculation of Mass Genocide. The borg thought it worked on Uniques too. Fixed a hidden bug relating to waiting for the Recall to kick in; sometimes the borg would rest too close to monsters. Modified the Prep values for preparedness. Now instead of the ambigious "level" or 'hp' response, it will give the exact reason. ex: '50 hp' or '25 clevel'. I also fixed a bug that only occurred in the old tiles graphics. The borg would try to disarm Glyphs. This is because on the tile for traps and glyphs is the same in the Old Tiles. This bug did not occurr in ASCII or AB Tile mode.

10-5, Fixed a bug in the priest defence spell Banishment (non evil critters were included and they should not be). I modifed the danger of melee fights with monster who HAVE_FRIENDS or ESCORTS or BREEDERS. I Added the WoR count-down to the death dump. This way you can see how many turns the borg needed before he would have returned to town. I know, I will cry too if the count is only 1. I modified the penalty for Mages who encumber themselves with heavy armour (again). I made a few changes to strongly discourage the borg from being a Tank Mage. Mages are now far more less likely to melee. Finally, I allowed the borg to throw his last few oils at Grip and Fang. Before, he would throw TV_FLASKs but he would always keep his last 5. If he is fighting Grip and Fang, he is now allowed to throw them and hopefully dispatch the two muts, and avenge the deaths of 50-60 ancestors.

10-4, I rewrote and renamed the borg_takeoff_stuff(). It works a little better now. It is supposed to remove items that are considered useless. I fixed the circular queu for remembering previous borg steps. I also modified the way Armour Class is rewarded (yet again). I think I like it like this. I also increased the penalty for wearing heavy armour which decreases mana. I put a "area-clear-of-monsters" restriction in place for when the borg casts detection spells.

10-3, I made a few minor changes and 1 huge one. 1. Priests just starting out will sell the Potion of Healing and use the money to buy equipment and cure crits. 2. Borg will buy and store cure serious if low clevel. 3. "Freedom" grids now include up-stairs and will be chased from the dungeon. 4. Added an array to track where the borg has stepped. Like a trail of bread crumbs. He will consider these grids when trying to retreat to a safer place. The theory being that where he just stepped from will have less monsters than retreating down an unexplored corridor which may have more monsters yet undiscovered. "Happy" grids now include these grids where the borg has stepped. I would prefere to have the borg only store the last 50-75 steps. But I am not that familiar with CMAKE() and how it works. I set up the array to store 255 grids. I fear that the borg may get screwy when the array reaches over 255. If anyone knows how to delete the 1st step from memory when the 75th step is reached, and then shift all values down one position, I'd appreciate knowing it. Also if your borg crashes the game, and it generally does not do that, then let me now. It may be related to this array overflowing

10-2, I spent a lot of time this weekend working on human mages. I was tinkering with the value of increased armour class. The mages increased their average clevel considerably. But they tended to wear so much armour that their mana was reduced to virtually nothing. I still don't have them getting over clevel 25 with any consistency. Warriors, however,.seem to have very little trouble getting to clevel 25.

9-29, Repaired the stat roller for the continual play borgs. Modified the slight bonus given to using melee weapons for low level spell casters. I reduded the random nature to some spells: Various methods of attacks would return 0 10% of the time. This had been done to provide random spell use and prevent some loops. Loops have been reduced so this can be removed. I also had to fix an error introduced by using the Magic Missile in emergency situations.

9-28, I made some huge hacks to keep mages alive. Including: 1. Modifying the Flow_kill. 2. Emergency use of Magic Missile. 3. Decreased the flee threshold for breederlevels. 4. Removed the restrictions which kept the borg on the level for a minimal amount of time. 5. Kept low level mages close to the stairs-not allowing them to wander too far off. 6. Reduced the amount of food that the player will carry, in an attempt to keep him from becoming slow. 7. Removed the my_speed variable and replaced it with auto_speed. my_speed was an apporoximate, while auto_speed is the actual extracted speed. (At the end of the day, I had to fix a bug I introduced by messing with the my_speed and auto_speed)

9-27, I had to modify the attack for Wands of Wonder, for some reason, the borg was locking up on this. Previously, he used them without any problems. I modified how the borg uses the ez_heal potions to encourage their usage if he is low on teleport ability. Same change to use of Staff of Destruction. I saw such a favorable response in the borg to the increase in AC from 10 to 20, that I increased it to 50.

9-26, I fixed an error in how the borg calculates danger from mana storms and that water storm spell. He had been underestimating the damage. Also, I had some problems with my ftp program not over-writing my zip files on the webpage, so some of the recent changes may not have been uploaded correctly. I have corrected the error and, hopefully, the files should all be updated with the most recent fixes. I also increased the reward for the first 20 pts of armour class instead of 10. I also restricted the purchase of items from the BM a bit. It caught the borg buying elvish waybread from the BM when he was only clevel 1, those funds would be better spent elsewhere.

9-25, I fixed a bug that kept the borg from selling certain items to the shops. Modified the use of Holy Word in borg_heal. Increased the reward for carrying Scrolls of Teleportation deeper in the dungeon. Forced the Seed_Randart and do_randart() with the continual play borgs. Smoothed out the borg_escape a bit more to make him more cautious. Made Nether more scary. I also had the borg Bash locked doors down if he is too clumsy to Open (Pick) them. Told the borg to save his arrows when fighting whimps. He would waste them on easy guys then have none left for the real hard guys. Please give me some feed back on how well this works.

9-21, Modified several things: 1. borg_emergency_phase() to avoid a nasty habbit of teleporting in town when poisoned or bleeding. 2. how the borg handles fail rates on teleport staffs (again). 3. teleport away, can now be used on uniques. 4. added more clevel dependance to dlevels in borg_prep(). 5. added more information to the character map dump. 6. borg_escape() to make him a bit more cautious at lower clevels.

9-20, Borg told to escape breeder levels a little more quickly if he is low level. Version Date inserted now at the time of compile. Told the borg not to chase down town monsters until clevel 5. He will still attack them if he has a clean shot, but he won't persue them now. This is an attempt to lower the incidence of death by Battle Scarred Vets (the #2 borg killer).

9-19, Jurrian reported that a very promising borg died on dlevel 86 from a fatal wound, even though he had 2 Potions of Life. Darn. The borg will now include the ez_heal potions in his "critical attempts" to cure poison and cuts. I encouraged the borg to wear items of FeatherFalling if he is low level. This might cut down on some trap deaths.

9-18, Updated the DrAngband borg with recent changes (from before my trip to Idaho) and finally got the Windows version working correctly.

9-15, Adjusted how the borg reacts to poison. Adjusted how the borg deals with Farmer Maggot; he won't attack him until clevel 5. The borg tends to chase Maggot all around waking up town monsters and then he is left to deal with them. Hopefully by clevel 5, the borg can dispatch Maggot a little quicker or at least be in a better position to deal with the awake monsters. I also had to modify the borg_surrounded() incase the borg is ignoring breeders. He got stuck in a dead end and kept retreating further into the dead-end. Eventually he would have starved to death.

9-14, Fixed several things: 1. An error and some tweaks in borg_danger_aux(). 2. Modified the Retreat and Backing Up routines from borg_caution(). 3. Added an extra danger level for borg_escape(). 4. Increased the restrictions for low clevel diving in borg_prepared(). 5. Fixed a bug in the continual play mode. The borg's recall depth was not reset to zero after the new borg started. 6. Borg would already ignore sleeping town monsters with ranged attacks. He now ignores them with physical attacks as well. Two of the top five borg killers are town monsters. Perhaps they should be avoided more.

9-13, Increased the danger of Gravity Breathers. Added a danger check before borg will 'crush' items. Too often he would boost bravery then crush an item instead of fighting. Changes to the web page. Added some Data Tables to illustrate the borg deaths and see his weaknesses. It was surprising for me to see just how low the average borg level was. I thought he did much better than this.

9-11, Minor code changes, just a few housekeeping issues.

9-8, Adjusted when the borg will use his cure_crits versus star_heals when fixing his life threatening do_confused and do_blind. Adjusted the fail rate to give the borg some "desparation" in attempting to use a staff of teleportation. There were a few deaths when he should have tried to use the teleport staff but thought he would fail so he did not even try. His inaction resulted in death. He should at least attempt it on a teleport staff. After all, they are used in a desparate situation.

9-7, Tiny fix on the has_lite.zip to make sure monster memory is updated correctly. Minor fix on a potential overflow bug related to targetting the outside perma-walls.

9-6, Tiny fix on the has_lite.zip to fix some extra stuff which had been stuck into the .dif.

9-5, Just a few minor tweaks to help the borg if he runs out of light; to refuel_torch() & _lanter(), danger of light draining attacks (silver jelly), potential for overflows addressed in borg danger(). I reconsidered RR's suggestion to remove the amt_ident requirements for borg_prep(), they are now removed. I made an accomodation for the borg if he is fighting monsters who have the HAS_LITE flag.

9-1, Added a sweet routine to get the borg to back into hallways to avoid being surrounded by monsters. JWBlack mentioned how borgs get surrouned by orcs, and have no way to escape. I have considered this several times before and I always thought to approach this via bord_danger(). As I thought about it last night, I came up with the borg_surrounded() in borg6.c Basically, he counts the number of monsters within 3 grids of him (skipping certain types), and the number of free grids (open floors, open doors- something to which he could walk). If the number of monsters is greater than the number of free grids then he will consider a strategic retreat. It seems to work really well. I saw him back away from several monster groups and save himself with the routine several times. I believe this will greatly assist low clevel borgs.

8-30, minor tweaks to a couple things, not worth mentioning.

8-29, I added the ability to select certain races for the continual play borgs and screen saver. In the angband.ini file you can indicate the race and or class you want all the borgs to be or you can select minimal stats for the borg to use when it is rolling up a new character. See the documentation in angband.ini. For those of you who do not use windows and therefore not using the angband.ini file, you can make those changes to the variable.c file then recompile. Just search for the word borg in variable.c and you will find it. It's near the top. This function was adapted from Dennis' Borgband which as this option. I also made a slight modification to how borgs locate broken doors vs open doors.

8-25, Fixed one of the possible store loops. Accomodated for a possible game bug. The game forbids the targetting of perimeter walls. So now the borg must also not allow himself to target these walls. Also, I adapted the borg to work with extra races or modifications of the races. I know some people have mentioned adding Kobolds and such, each with intrinsic abilities. Now the borg will accept those new races and know it's abilities (RPois for Kobolds, etc). The borg pulls this info from the _info.raw so you can modify the _info.txt without having to modify the borg or recompile.

8-21, Increased the msg buffer so the borg would not overflow the messages while paralyzed. Tinkered on the continual play mode to reduce the risk of getting stuck in walls prior to restarting in the town. Increased the level at which the borg will dump a map of the dungeon to clevel 45. Fixed a bug wherein the borg would disarm a trap under a monster leading to a clock overflow.

8-18, [V] I attempted to fix the memory leak on continual play borgs by avoiding the certain re-init process. But I don't know how to test for a memory leak. I also patched a problem that resulted in clockoverflows when wielding torches right after a borg respawns. The borg will create a borg.dat file which I would like pple to send to me periodically. It contains death information about the borgs. I will import this into a data base and track race-class combination success rates. With this information I will be able to determine weakness in the borg then correct them.

8-14, [V] I had a chance to look at RR9's suggestions for the apwborg. I will work some of them in. Mainly the table look-up, legal race-class combination for continual play borgs, creating a borg-death-log in \user, and conversion of x,y to y,x in the reports. I considered his suggestion for the amt_ident for borg_prepared(). I decided to lighten the amt_ident but not remove them entirely. I have rarely seen the borg fail to dive due to amt_ident. The bug with the rods was already fixed. Thx for the suggestions RR.

8-12, [V+D] I worked on the code for the borg flowing when he is out of light. Previously he would flow to a lighted room and attempt a recall spell. He would also attempt to flow to the upstairs. However, there had been a flaw. If he was on dlevel two or deeper he would flow upstairs then stop on the next level. Now I have him exploring the next dlevel. So he can explore in the dungeon testing every grid for an up staircase. So now he can run out of light at any depths and still find his way to the town. I also fixed a very rare bug associated with activation of certain rods on low level warriors. The borg had been unhooking performing denfence type 1. This was related to the borg failing to activate a rod properly. This is now fixed.

8-2, [V] Fixed a bug where the borg would sometimes try to refuel his torches with oil. Fixed the bugs which kept the continual-play borg from restarting on certain types of death. And also those terrible clock overflows. I think I got most of them hammered out now. I have not added this to the Drangband borg yet. I am leaving for a 2 week vacation tomorrow, so I doubt I will get it uploaded. I plan on taking my laptop with me so I will be able to check email and bug reports.

7-31, [V] Fixed a bug which encouraged a starting borg to flow to a shop without first equiping a torch. I fixed a few bugs related to continued-play borgs. It does not run perfectly. But it is pretty good. It may have trouble starting up after certain types of death (those involving Stun, Poison, Paralysis, etc). It may rarely get confused on its equipment, and try to sell stuff to the store which the store won't buy. If this occurrs to you, just reload Angband and restart the borg. He will be just fine after that.

7-29, [V] Fixed a bug which would make the borg unhook when on continued-play mode. There might be some more lurking so let me know

7-28, [V+D] Finished working on a continuous play mode. Similar to Borgband. Upon death of the borg, he will respawn as a random character and play. To activate this option, turn on the game cheat "Cheat Death." It is listed under the Cheat Options in the Game Options Menu, (using = to activate it. This code is entirely within the borg, you don't need to modify the game source at all. This should allow some portability to the Borgband style of continuous play. I also found another swap loop bug and sqaushed it. I was really surprised. I haven't seen one in several months.

7-25, [V+D] Replaced borg_los() with borg_projectable(). los() was making too many mistakes and the borg kept dying when he thought it was safe "backing up to [grid]." Reviewed and altered the borg_restock() so that he will be more aware of his needs at deeper levels. Increased the urgency of fleeing to restock. [V] I found that inventory is cramped so I modified how the borg uses inventory items: ez_heal potions, cool_staff. And I am thinking about altering which books a rogue will carry. Seems like he carries worthless ones around.

7-21, [V+D] He will attempt to keep a reserve of mana incase he needs to teleport out in the very near future. ie, He will not cast Identify and drop his mana down to 5 when he needs at least 8 for a teleport. He will wait until the ID spell can be cast without dropping his mana into reserves.

7-19, [V+D] Added a "dump map on death" command, code copied from Dennis' borgband. I also included the last 50 messages to be dumped as well. Borg will attack if he becomes blinded and he has ESP

7-18, [V+D] Fixed a bug I created when I dinked with safe_spot the other day. Now it should be fixed. (no, really). Slightly modified the Level 4 borg_escape().

7-17, [V] Fixed a few sloppy programming errors pointed out by Bablos. It won't really affect the game play.

7-11, [D+V] Fixed a bug with how safe_spot is calculated in borg_danger(). It was possible to encounter a divide by zero problem.

7-1, [D] Fixed a spell address bug. Magic Mapping was addressed instead of Slow Monster.

6-30, [D] Fixed a bug where the borg would not swap out his 6th ring. Modfied the rewards for having multiple resists.

6-28, [V+D] Removed the separate borg_offset_target() code and added it into the borg_target() code. He still performs the offset attacks. But he performs them more liberally now. Previously he was restricted to using them on summoners and uniques. Since borgs are more likely to rest in the dungeon (recharging rods, and burning through mana) slightly increased the amt_food that he will take.

6-27, [V+D] Borgs no longer carry *Enchant* scrolls unless they need something to be enchanted. Borg will restore mana a bit more liberally now, but still conservatively.

6-26, [V+D] Added Staff of Holiness to borg_heal(), previously it was only used in borg_attack(). Included it as amt_heal. He tries not to sell them even if they are empty. He will sell them if he has several in his inventory. Added scrolls of recharging to the list of things which the borg will purchase from the store. He already uses them to recharge, but he did not actively purchase them, he only used them in they happened t be in the inventory.

6-23, [V+D] Reworked the borg_perma_spells() a bit, made him more likely to cast them if a unique is on the level. Fixed a formula bug in borg_danger_aux2() relating to Protection From Evil and summoned monsters. [D] Added the other resist foo spells to the list of borg_perma_spells(). As it turns out a Rogue can have a 5% fail rate on the basic resists but a 95% fail on Resistance (all 5 in one spell). I asked Tom about this. No word yet on if this is a bug for rogues. These lower spells will only be cast if a unique is on the level. Otherwise they would drain mana.

6-21, [V+D] Increased the penalty for casting spells into reserve mana. He keeps draining his mana too far and then can't teleport out. If he does teleport, he uses the Critical Teleport then runs the risk of getting paralyzed. Added a check to make sure the borg does not perform the "Light Beam" defence spell in a dangerous location. *ID* now done for Amulets of the Magi. He still has trouble with Shadow Cloaks. Fixed the address of some spells from Offset Targeting.

6-20, [V+D] Minor fix to when the borg will cast Hero/Bless. Added Seeker Ammo to the attack types, discouraged the use of seekers on non-uniques.

6-19, [V+D] Added another anti-loop check. I saw the borg looping while in the house trying to get his "Best Combo." Fixed that. Tiny change to borg_check_rest() to make sure he does not rest near monsters. Added another borg command '@' It will display the borg's LOS. Edited the borg_recharging() to exclude some upper end staves from being recharged at 2 charges, they tend to blow up.

6-18, [D+V] Modified the amt_heal and amt_ez_heal requirements for the dlevel preparation code. The borg will now consider the ez_heals as part of the amt_heal. But he is still only going to use them in an emergency. The rods of healing are activated before potions are quaffed. This will allow him to keep the quantity of heal pots up.

6-14, [D+V] Tweaked how a borg faster than speed 130 calculates danger. Fixed the threshold for penalty for casting spells which put the borg into reserve man. Previously the threshold was 6. But only mages needed 6 pts for the teleport. I made the threshold class dependent. [D] Players who carry rods of healing tend to have them drained all the time, and run around the dungeon with out any heals. Dangerous, if not stupid. The borg will now rest to recharge at least one of the rods of healing. The resting is done in borg_recover(), a good location for this check to occurr. If the borg is in town, he will rest to recharge all rods of healing. This is great for rogues, less great for warriors. The borg will spend a lot of time Resting and burning through rations. So the warrior has a increased concern for carrying food. But this concern is outweighed by not having a "heal on demand" ready. I am testing this function on the Vanilla borg, but Vanilla does not use a rod stacking code. So the code is much more complicated and may not work as smoothly as it does in DrAngband.

6-9, [D] Fixed a bug in on dragons. They tended to carry certain ego cloaks and ego crowns instead of selling them.

6-8, [V+D] Minor tweak to borg_defend_aux_hero() and _berserk() so that borg will cast these if fighting a unique. I also added these to the Perma-spell list. So as long as they are not too expensive the borg will run around with these on regardless of his current combat status.

5-15, [D+V] Minor tweak on borg_check_rest(), borg is less likely rest near a monster, and more so if near a bad guy. [D] Had to accomidate for a feature of the stacking rods in Drangband. The borg was trying to activate 4 rods of foo (4 charging).

5-1, [D+V] Just some minor tinkering on borg_danger(). Not many changes for the past few weeks. The wife has me pretty busy with some household projects.

4-18, [D+V] Lightened the requirement for the 2heal for dlevel 45 to 1heal and moved 2heal to dlevel 56.

4-14, [D+V] Bablos pointed out a very serious bug related to activation of rod and their fail rates. Fixed that. [D] borg_crush_junk() & _crush_slow() & _crush_hole() modified a bit for the dragon players. They had a tendency to carry stuff for a long time. The stores would fill up with sold wares then they would be left carrying the heavy stuff. Now, after the borg reaches clevel 30, he will crush stuff which he cannot wear. Prior to clevel 30 he will sell it for cash.

4-12, [D] Fixed a bug where Phase Door was listed with the Teleport spells in borg_escape(). This should be spell 2,6 not 1,4. Modified the reward of mult