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hborg.txt
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hborg.txt
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* MUST
* Build support for the Nephilim powers which are based off the Amberite powers
* Make sure the forked tongue mutation is properly implemented
* Teach the borg how to work the cloak of Draebor
* Teach the borg about mushrooms of fright and third sight ( < SV_FOOD_MIN_OKAY from zborg6.h)
* Teach the borg about alchemy
* WATER is a mess of between deep and low water, I need to streamline this
* The healer is not on the hardcoded place of borg_flow_enqueue_grid(26, 83);
* Check all artefact powers, handling of ART_SAMAEL is known to be weak
* The borg needs to learn/fear Lilith instead of just Morgoth
* Validate the sign powers
* Validate that draco power always has a GF_ type
* SHOULD
* zborg1.h /*TODO: understand the difference between track_shop and track_building*/
* Verify zborg3.c:borg_mutation
* Does Orb of Draining still destroy cursed non-artefacts?
* Make RACE_LILITH and RACE_LUCIFER flexible
* Should have a temp resist poison artefact, even a random res poison power
* Verify that Handle "satisfy hunger" properly deals with Vampires
* The borg flows now to 'bad' potions to throw them.. We should probably only flow if we know they are part of a recipe
* Implement RF6_S_ANGEL, I am guessing that S_KIN solves this??
* Implement quest_number with Lilith and Lucifer and restore the quest logic
* is_borg_quest_monster is already done
* Consider adding half orcs back, they are the other side of the Elven coin
* Unhardcode the Mage Guild name and basement name, it should use the f_info.txt Entry
* Swappable artefact for genocide.. (Replacement for Celeborn)
* Check all the corruptions, BF_COR1_LASER_EYE seems to have changed quite a bit
* Put difficulties of powers in to the power array
* NICE
* move total_weight to p_ptr->total_weight
* make cmd2.c use the corruption table..
* Use zborg3.c diff calculation to cmd2.c to be used by Hellband and the borg
* Some files still mention the Logrus..
* If we ever add the lava terrains, then the borg should like items that survive lava instead of avoiding them
*
* Version 1.0.0
* Add more races, Amberites are gone forever though
* Add temporary brands
* Add RBE_EXP_VAMP, poetic justice
* Add Zombies in, but cool like, possibly turning denizens
* Add Cyclopses in
* Add blue, red, gray mages in
* Add Virgil lore, how could we not??
* UNLIKELY
*Documentation
* There is no name3 in Hellband, because Hellband does not yet have temporary brands
* zborg7.c:6839 bool borg_play_magic(bool bored)
* zborg5.c:3196 static void borg_update_map(void)
* zborg6.c:23106 borg_flow_old
* zborg6.c:25081 borg_flow_shop_visit