Plans

Issues, news, and discussion specific to the PWMangband variant.
PowerWyrm
Balrog
Posts: 1574
Joined: Sun 27.11.2005, 15:57

Re: Plans

Post by PowerWyrm » Sun 18.11.2012, 16:31

Next PWMAngband version will probably be 1.1.10 and not 1.2.0, because I'm still planning to release 1.2 at the same time as MAngband 1.2 (I just hope there will be a MAngband 1.2 someday, because development seems to have stopped for good... sadly). It will be based on Vanilla 3.5 with whatever features will be included in the release. At this point, I don't have any new features planned for PWMAngband, although I have some ideas in mind (better wilderness, forges, new feelings for consumables). Will they be implemented? We'll see...

PowerWyrm
Balrog
Posts: 1574
Joined: Sun 27.11.2005, 15:57

Re: Plans

Post by PowerWyrm » Wed 19.12.2012, 15:52

A little new feature I implemented for 1.1.10: monster race affinity. The affinity with a monster race is the number of weaker (lower level) monsters of that race (symbol) killed by the player divided by the number of weaker monsters of that race required to learn all the forms (sum of monster levels). This will help shapechangers getting "themed" forms (S, M, A, W...) more quickly.

Oh and I added the missing hydras (6/8/10/12/13/14-headed) mainly for flavor, but also to help shapechangers having a decent choice of midgame forms (especially with the new affinity system, you won't need to kill as many hydras to get a form once you've killed enough of the weaker hydras).

PowerWyrm
Balrog
Posts: 1574
Joined: Sun 27.11.2005, 15:57

Re: Plans

Post by PowerWyrm » Fri 10.01.2014, 11:58

Something really *BIG* is happening at the Angband camp. New maintainer, updated devteam... and after the release of 3.5, it seems that the devs are planning for a complete overhaul of the game. This means that most of the code will be rewritten. This also means that either PWMAngband will have to evolve with the new changes, or simple stop following what will be done in the future V versions.

Ace
Crystal Ooze
Posts: 368
Joined: Fri 15.02.2008, 12:50

Re: Plans

Post by Ace » Sat 01.02.2014, 16:17

Sounds exciting. I guess the question is if you like those changes or not :)
I just say "pacman vault" ... :)

Anyway pwmangband is a great game , difficult but great :P

PowerWyrm
Balrog
Posts: 1574
Joined: Sun 27.11.2005, 15:57

Re: Plans

Post by PowerWyrm » Mon 21.07.2014, 11:47

Time for my usual three weeks vacation. Looking at the Angband github repository, there have been a zillion commits the past weeks. No idea how many of these will be merged into V, but it seems that this fall will be busy porting all that new stuff to PWMAng.

PowerWyrm
Balrog
Posts: 1574
Joined: Sun 27.11.2005, 15:57

Re: Plans

Post by PowerWyrm » Mon 30.05.2016, 11:23

PWMAngband 1.1.11 has now been released and is in a stable version as of build 9. Work has started on a 1.1.12 version, which will port features from Angband 4.1:
- rune-based ID
- new traps
- new curses

PowerWyrm
Balrog
Posts: 1574
Joined: Sun 27.11.2005, 15:57

Re: Plans

Post by PowerWyrm » Sun 14.04.2019, 14:08

Been a while since I've posted anything. With version 1.2.0 out, I'm already working on version 1.3.0 which will port class changes from V4.1.x. I'll do a mix of old and new system, since I don't like everything that was done recently. My plans:
- reduce number of books to 5 per realm
- reduce the number of realms
- add druid and blackguard classes

Post Reply