PWMAngband 1.1.0 is out!!!

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

PWMAngband 1.1.0 is out!!!

Post by PowerWyrm » Fri 30.05.2008, 17:45

New PWMAngband 1.1.0 released!
(test server updated, new client available at usual location)

Finally I've been able to release a stable version...
The client has been renamed to PWMangband_110_client.zip. Since it's a milestone version, I've also uploaded a zip file containing the server for PWMangband. Feel free to try either my test server (non permanent and up only when I'm sitting in front of my computer) or your own server. A permanent server for this variant would really be appreciated :)

List of changes:
- fixed print_spells(): spell name displayed size reduced from 30 to 28 to avoid truncated comments at the end of the line (longest spell name is 24 chars anyway)
- the chance of Mind Blast producing an effect has been increased from 25% to 50% for monsters that don't resist
- the chance of poison balls producing a poisoning effect has been increased from 25% to 50% for monsters that don't resist
- the chance of shard/ice balls producing a bleeding effect has been increased from 33% to 50% for monsters that don't resist
- fixed regen_monsters(): poisoned and bleeding monsters should not regenerate
- fixed project_m(): added some more accurate "note" messages when the projection yielded multiple effects (like gravity or ice effects)
- fixed project() and project_p(): players should not take damage multiple times from the same effect (obvious for nexus/gravity effects, where the player can be teleported inside the radius of the effect again if there are no "safe" grids to land)
- Filthy street urchins made rarer (they tend to flood the town after a while...)
- removed all references to "genocide" and replaced them with "banishment"
- spell effect animations displayed fully again (causes lag... so set delay_factor = 0 from the options configuration screen to disable them if you want)
- "Touch of Death" spell implemented (see spell.txt)
- "Undead Form" and "Death" spells implemented (see spell.txt)
- removed useless race, class and sex variables from client (using p_ptr->prace/pclass/psex instead)
- player ghosts cannot be fruitbatted anymore
- "Control", "Mass Control" and "Domination" spells implemented (see spell.txt)
- old skeletons replaced with new ones (which can be raised by Necromancers as undead slaves)
- "Raise Dead" spell implemented (see spell.txt)
- corpses added (which can be raised by Necromancers as undead slaves)
- mon_take_hit() modified so that killing an undead slave yields neither experience nor drops
- run_test() modified so that non hostile monsters don't disturb running
- target_set() modified so that non hostile monsters won't be auto targetted
- auto_retaliate() modified so that non hostile monsters won't be auto attacked
- Receive_run() modified so that invisible or non hostile monsters don't disturb running
- mon_will_run() modified so that undead slaves won't run away from their master
- undead slaves become hostile again when hurt by their master
- redundant "You hit the (foo)." message not displayed for monk melee attacks anymore
- the part of life drained from monsters given back to the player has been halved
- fixed pref.prf: default inventory object color for weapons should be light grey (not white)
- monsters now sometimes drop a corpse or a skeleton when killed
- monsters with escorts now get a minimal alertness value of 10 to ensure they don't leave their escorts behind when a player approaches them
- object_similar() modified to ensure that only similar corpses stack
- Hunting hawk removed from monster.txt (it was a duplicate from Nighthawk)
- Arch-vile added to monster.txt (a fast, fire breathing, lesser demon)
- DROP_SKELETON and DROP_CORPSE implemented in monster.txt for all monsters
- the symbol for Shield of Deflection was changed from '[' to ')' (Angband 3.0.x)
- descriptions added for almost all objects in object.txt
- monster_race field "extra" now contains information about corpse weight
- corpse weight info added for monsters in monster.txt
- some monsters are now able to raise the dead just like Necromancers (ANIM_DEAD flag in monster.txt)
- drop_near() completely rewritten to allow dropped items to stack with similar objects on the floor and to ensure that artifacts are always dropped (Angband 3.0.x)
- floor_carry() rewritten to allow dropped items to stack with similar objects on the floor
- potions of experience now act like potions of restore life levels before adding extra experience
- potions of restore mana now only restore 300 mana points
- potions of *restore mana* added (they restore mana points to maximum like old potions of restore mana)

Alignments with MAngband 1.1.0:
- New towny behaviour -> done
- Allow enable/disable PKing via config file change -> done
- Players are repositioned incorrectly -> fixed
- Searching while tunneling chance too high -> fixed
- Server silently exits on sigpipe -> fixed
- Net_start() returns wrong buffer on PKT_QUIT -> fixed
- Send_custom_command() not extern -> fixed
- MD5Password() cast extern in the wrong place -> fixed
- Send_pass() not extern -> fixed
- cursor_track() not extern -> fixed
- create_artifact() cast as extern in common instead of server -> fixed
- Send_cursor() not extern -> fixed
- file_character_server() cast extern in the wrong place -> fixed
- It sure would be nice if "not play" reported what it received instead -> fixed
- Net verify code incomplete -> fixed
- Running straight while Confused -> fixed
- Artifact drops in town bug -> fixed
- Switch places trick -> fixed
- Unwanted "guests" in houses -> fixed

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

Re: PWMAngband 1.1.0 is out!!!

Post by PowerWyrm » Mon 02.06.2008, 12:11

Btw... don't forget to download PWMang client to play on the test server... the normal MAng client won't work very well. I'll try to put it up as often as I can, even if I don't play on it (I may leave an AFK char on the server so it doesn't appear "empty" while I play on the main MAng server), although I'll try to play more often since I need to test the Necromancer class more fully. Please feel free to drop by... and stay more than a few seconds ;)

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

Re: PWMAngband 1.1.0 is out!!!

Post by PowerWyrm » Fri 06.06.2008, 17:51

A quick server update:
- fixed drop_near(): items on the floor could be crushed if no proper space could be found for the drop
- corpses now decompose over time and eventually rot away
- when raised, rotten corpses now only produce... Rotting corpses
- fixed num_houses: it was not initialized to 0 in variable.c

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