PWMAngband 1.1.1.x

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

PWMAngband 1.1.1.x

Post by PowerWyrm » Sun 31.08.2008, 00:15

New patch 1.1.1.1 for PWMAngband 1.1.1 released!
(client, server and source code available at usual location)

This patch breaks server and savefile compatibility. Regular MAngband 1.1.1 clients cannot connect to PWMAngband server anymore. Use the PWMAngband 1.1.1.1 client instead.

List of changes:
- most of the calls to sprintf() replaced by strnfmt()
- most of the calls to strcpy() replaced by my_strcpy()
- 3 new PWMANG_BASE monsters: unbelievers (surrounded by an anti-magic field... will give some spice when playing a spellcaster)
- ANTI_MAGIC flag added to the "Storm of unmagic" race
- 5 new PWMANG_BASE monsters: silver dragons (breathe cold and inertia)
- 2 new PWMANG_BASE monsters added in monster.txt
- new monster pit: silver dragon pit
- wounded fruit bat characters are now displayed as a number like normal characters instead of 'b'
- new shimmering code for monsters: multi-hued monsters shimmer according to their breaths (if a monster can breathe one element, it uses two colors associated with that element; if a monster can breathe many elements, it uses one color for any of those elements; if a monster does not breathe anything, it uses the old shimmering effect)
- the following dragons are now ATTR_MULTI: Death drake, Scatha the Worm, Smaug the Golden, Glaurung, Sky drake
- fixed deep_nights(): only fuelable light sources with some fuel should empty
- fixed deep_nights(): the "Your light suddently empty." message was sent to the wrong players
- fixed deep_nights(): player equipment screen was not redrawn
- replaced duplicate code for moving monsters/players by calls to swap_monster()
- rarity of Filthy street urchins back to vanilla value (since now they only come with one friend)
- Detect Objects replaced by Detect Treasure for sorcerors
- thrown potions of poison now do 4d4 points of damage
- Detect Objects replaced by Create Poison for rogues (creates potions of poison from any potion)
- fixed detect_magic(): only mage and priest books were detected
- calls to in_bounds() replaced by in_bounds_fully(); in_bounds() removed (obsolete)

Alignments with MAngband 1.x:
- redraw screen after earthquake: done
- in town (and wilderness) navigation: done
- server crash (segfault): fixed
- minor console authentication problem: fixed
- rethink the auto retaliater: done

Alignments with Angband 3.x:
- add trap detection indicator: done (Angband 3.1.0)
- treasure detection detects objects, gold and buried gold: done (Angband 3.1.0)
- treasure detection items more expensive: done (Angband 3.1.0)
- object detection (spells and items) removed: done (Angband 3.1.0)
- detection also detects known features: done (Angband 3.1.0)
- all magic mapping and detection spells/items use the same rectangular area around the player: done (Angband 3.1.0)
- detection now gives a message when nothing is detected (if aware of the effect): done (Angband 3.1.0)
- display trap detection borders as a colored dot: done (Angband 3.1.0)
- light green dTrap indicator turns yellow when you are standing on the border: done (Angband 3.1.0)

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

Re: PWMAngband 1.1.1.x

Post by PowerWyrm » Fri 05.09.2008, 20:06

New patch 1.1.1.2 for PWMAngband 1.1.1 released!
(client, server and source code available at usual location)

A quick patch with a couple of fixes and a new behavior for the Detect Enchantment spell (based on the similar spell from "Eye of the Beholder").

List of changes:
- increased anti-magic field for monsters
- fixed place_monster_group(): monsters with the FRIEND tag were generated without a friend
- disenchanted wielded items now only lose to-hit/to-dam
- disenchanted worn items now only lose to-ac
- fixed rd_item(): ID_BROKEN flag was not properly assigned
- Detect Enchantment now detects cursed items (they are magical items after all...)
- Detect Enchantment doesn't detect non-magical items anymore (amulets of adornment, potions of water, apple juice and slime mold juice)
- new shimmering code for objects detected by the Detect Enchantment spell: "good" objects use base color + blue, "bad" objects use base color + red

Alignments with MAngband 1.x:
- none

Alignments with Angband 3.x:
- none

Errol
Blubbering Idiot
Posts: 1
Joined: Wed 10.09.2008, 02:57

Re: PWMAngband 1.1.1.x

Post by Errol » Wed 10.09.2008, 03:05

Hi there. I am a huge fan of this variant, but for some reason, i cant play it anymore. Ive tried redownloading the client and everything and i still cant get it to work. Perhaps you could help me. Lol i really want to get back to playing.

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

Re: PWMAngband 1.1.1.x

Post by PowerWyrm » Wed 10.09.2008, 11:47

Did you donwload the server too? If so, you can run your own server to play. Note that you cannot play on an older server with the 1.1.1.2 client... you need to have a 1.1.1.2 server running. Until I get a permanent server, all releases break savefile compatibility, so each time you have to start a clean instance too.

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

Re: PWMAngband 1.1.1.x

Post by PowerWyrm » Sat 20.09.2008, 18:00

New patch 1.1.1.3 for PWMAngband 1.1.1 released!
(client, server and source code available at usual location)

An important release with the addition of the Shapechanger class!!!

List of changes:
- removed pref-ibm.prf (pref-win.prf modified accordingly)
- removed pref-x11.prf, user-gcu.prf and user-x11.prf
- other players' mage/sorceror characters protected by GoI/mana shield are displayed normally again (the purple color is now only applied to the player's character if playing a mage/sorceror character protected by GoI/mana shield)
- fixed fix_message(): messages of uniques slain by a character with a name starting with "Morgoth" were displayed in purple instead of yellow
- fixed calc_bonuses(): client was not updated when tohit/todam was modified
- fixed display_player_server(): wrong tohit/todam was written in character dumps
- no trap indicator outside of the dungeon
- no traps outside of the dungeon
- new class: Shapechanger (fighting class with the ability to polymorph into monsters sharing most of their abilities)
- Shapechangers need to kill (monsterlevel) monsters of a race to be able to polymorph into a monster of that race
- Shapechangers share the hps, ac, damage and speed of their current form
- Shapechangers get a bonus or penalty to stealth depending on the weight of their current form
- Shapechangers get corresponding branded attacks if their current form has one of the POISON, DISEASE, ACID, ELEC, FIRE or COLD attacks
- Shapechangers get confusing attacks if their current form has one of the BLIND, HALLU or CONFUSE attacks (blinding/hallucinatory/confusing attacks in PvP)
- Shapechangers get fear attacks if their current form has the TERRIFY attack
- Shapechangers get stunning attacks if their current form has the PARALYZE attack (paralyzing attacks in PvP)
- Shapechangers get hold life if their current form has one of the EXP_xx attacks
- Shapechangers get the corresponding resistance if their current form has one of the RES_XXX or IM_XXX flags (in particular: IM_WATER will give sound and confusion resistances, RES_PLAS will give sound resistance)
- Shapechangers get permanent wraithform if their current form has the PASS_WALL flag
- Shapechangers get perfect digging skill if their current form has the KILL_WALL flag
- Shapechangers get fast regeneration if their current form has the REGENERATE flag
- Shapechangers get a bonus to INT if their current form has the SMART flag or if their current form is able to cast spells with a frequency of 1_IN_3 or better
- Shapechangers get a penalty to INT if their current form has the STUPID flag
- Shapechangers get confusion resistance if their current form has the NO_CONF flag
- Shapechangers get fear resistance if their current form has the NO_FEAR flag
- Shapechangers get free action if their current form has the NO_SLEEP flag
- Shapechangers get sound resistance if their current form has the NO_STUN flag
- Shapechangers get an antimagic field if their current form has the ANTI_MAGIC flag
- Shapechangers get an extra shot per round if their current form has one of the ARROW_XX flags
- Shapechangers get shards resistance if their current form has the HURT_ROCK flag
- Shapechangers get permanent invisibility if their current form has the INVISIBLE flag
- Shapechangers get resistance to amnesia attacks if their current form has the WEIRD_MIND (effect reduced by 25%) or EMPTY_MIND (effect reduced by 50%) flag
- Shapechangers are not able to move by physical means if their current form has the NEVER_MOVE flag (they are still able to move by magical means and attack by pressing a direction key)
- Shapechangers get erratic movement if their current form has the RAND_25 (10% chance) or RAND_50 (20% chance) flag (and they will not be able to run)
- Shapechangers can open doors/chests and close doors only if their current form has the OPEN_DOOR flag
- Shapechangers can bash doors only if their current form has the BASH_DOOR flag
- Shapechangers get susceptibility to fire or cold attacks if their current form has the HURT_FIRE or HURT_COLD flag (dangerous: damage from such attacks is doubled, and the multiplier is cumulative with any permanent or temporary resistance multiplier)
- Shapechangers get susceptibility to light attacks if their current form has the HURT_LITE flag (dangerous: damage from such attacks is doubled, and the multiplier is cumulative with any resistance multiplier)
- Shapechangers get the corresponding resistance if their current form has one of the BR_XXX flags (in particular: BR_INER will give free action, BR_GRAV will give feather falling, BR_PLAS and BR_WALL will give sound resistance)
- Shapechangers are not able to use melee attacks if their current form has the NEVER_BLOW flag
- Shapechangers are polymorphed into their player form when they die and become a ghost
- Shapechangers are able to use a breath attack if their current form has one of the BR_XXX flags (each breath attack costs them 1/20 of their max hps, doing a damage equal to 1/3 of their current hps)
- new command: polymorph into a monster (CTRL-V, or 'n' in regular keyset)
- removed old "fruit bat" system (now players are simply polymorphed into a fruit bat instead, even if they are not a Shapechanger)
- fixed tot_dam_aux_player(): archer bow brand was not applied for PvP combat
- fixed tot_dam_aux_player(): resistance to a base element (acid, elec, fire, cold) was not checked when determining the damage multiplier of branded attacks in PvP; now a damage multiplier of 2 is applied when the attacked player has resistance to that element (compared to 1 when the attacked player is immune to that element and 3 when no resistance at all)
- fixed tot_dam_aux_player(): temporary resistance to poison was not checked when determining the damage multiplier of poison branded attacks in PvP; poison branded attacks now also poison the attacked player if unresisted
- fixed tot_dam_aux(): archer bow brand should be applied only when shooting missiles
- the probability of inventory damage from elemental attacks is now reduced when the player resists that attack (even more if the player has permanent + temporary resistance)
- removed useless field freq_innate (freq_spell is now used for all spells)
- power dragon scale mails now activate for random breath instead of powerful magic missile
- new command: breathing attack ('y')
- new monster attribute: clone (applied to bred and cloned monsters)
- clones give neither xp nor drops
- cloning restrictions have been removed
- monsters killed by other monsters now drop the objects they picked up if any

Alignments with MAngband 1.x:
- Initial Client/Server connection handshake improvements: done
- Implement flvr-pref files for client: done
- Update pref-file loading: done
- Looking around not accepting directions: fixed
- Make savefile scooping less evil: fixed
- New characters are always female human warriors: fixed
- Support telnet connections on console: fixed

Alignments with Angband 3.x:
- none

Features/problems partially implemented/fixed:
- Support 'local only' access to console port as config option (disabled for now - doesn't work on Windows)
- Implement cost_adjust.txt support
- Implement shop_own.txt file
- Set connection port (client)
- Town Wall
- Command overload
- Combine wands, staffs and rods
- Artifacts should not be found multiple times
- Fine-tune DM / ghost limitations
- Re-enable graphics (disabled for now since enabling graphics would mean redrawing all the bitmaps!)
- Server local messaging
- Player Constructed Houses
- Mini-map woes
- No "You Cannot See!" message on startup

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

Re: PWMAngband 1.1.1.x

Post by PowerWyrm » Sat 27.09.2008, 14:56

New patch 1.1.1.4 for PWMAngband 1.1.1 released!
(client, server and source code available at usual location)

Major release with a lot of tweaks to the Shapechanger class, the redesign of all dragons in monster.txt and basic code for the forthcoming Dragon (player) race.

List of changes:
- a monster can now drop a corpse/skeleton when killed by another monster
- any kill now adds one to the monster kill count (instead of just non-cheezy kills)
- any player killing Morgoth now becomes "winner" no matter his/her level (you had to be at least level 40 before)
- when a party kills Morgoth, any party member on the same level as the killer at least level 40 and not yet tagged as "winner" becomes "winner" and gets a Grond and a Crown (before that, only one Grond and one Crown were generated for the killer)
- when killed, a monster now drops objects in the following order: winner rewards, quest rewards, normal drops, carried objects, corpse/skeleton
- new player_type flag array: mon_hurt[] (for each monster, stores if the player has injured it or not)
- killing an unique now only gives credit to the killer (party members who took part of the fight will get a line in their event history saying "Helped to kill <unique_name>")
- when a party kills Morgoth, any potential winner in that party must have taken part in the fight in order to become effectively a winner (by hurting Morgoth with missiles, spells or melee at least once)
- Pseudo Dragon Scale Mail becomes Ethereal Dragon Scale Mail (base level increased to 70, base price increased to 80k)
- Bronze Dragon Scale Mail more expensive (base price increased to 50k)
- new DSM: Crystal Dragon Scale Mail (provides resistance to shards, activates for breathe shards)
- new DSM: Silver Dragon Scale Mail (provides immunity to cold and free action, activates for breathe cold/inertia)
- new DSM: Shadow Dragon Scale Mail (provides resistance to nether, activates for breathe nether)
- new armor: Dracolisk Scale Mail (provides immunity to fire and resistance to nexus, activates for breathe fire/nexus)
- ATTR_MULTI flag added to the Dracolisk and Dracolich races, and to Itangast the Fire Drake
- the Wyvern race is now displayed in dark grey color
- "Mature dragon" race names changed to "Dragon"
- Pseudo-dragon race removed
- new dragon: Newborn dragon (weakest, no breath)
- new monster flag: SHIMMER_BASE (makes monsters shimmer depending on their base color, compared to ATTR_MULTI which makes monsters shimmer depending on their breaths)
- SHIMMER_BASE added to the Wyvern race, to Kavlax the Many-Headed and to Tiamat, Celestial Dragon of Evil
- Tiamat, Celestial Dragon of Evil is now displayed in dark grey color and found deeper (dungeon level 85, to match Ancalagon the Black in power)
- ATTR_MULTI flag removed from Tiamat, Celestial Dragon of Evil
- Death drake race name changed to Great shadow drake
- Ethereal dragon race name changed to Great ethereal drake
- "Dragon", "Drake" and "Wyrm" (monster) races have been redesigned (and rebalanced - some weaker, some stronger) to be able to use them as forms for the forthcoming Dragon (player) race: now they all have "baby dragon/drake", "young dragon/drake", "dragon/drake", "ancient dragon/great drake", "great wyrm" and "ancient wyrm" flavors
- Polymorphed players now only get half the stat adjustment from their base player race
- basic code (lib files, birth screen, variables, arrays...) for the Dragon (player) race implemented (but the choice of this race during character birth is disabled for now)

Alignments with MAngband 1.x:
- none

Alignments with Angband 3.x:
- none

Features/problems partially implemented/fixed:
- none

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

Re: PWMAngband 1.1.1.x

Post by PowerWyrm » Fri 03.10.2008, 20:41

New patch 1.1.1.5 for PWMAngband 1.1.1 released!
(client, server and source code available at usual location)

This release is compatible with 1.1.1.4 and mainly adds the Dragon (player) race.

List of changes:
- new race: Dragon (hp dice 13, 450% base exp, feather falling and resist nexus at level 1)
- the Dungeon Master cannot be a Dragon (choosing Dragon will result of Human being picked up instead)
- the Dungeon Master now starts with 50 million experience points
- the Dungeon Master now starts with knowledge of every monster in the game
- Dragons evolve physically as they advance in levels: at level 1, they start as newborn dragons; at level 5, the color of their scales is revealed and they polymorph into a baby dragon of that color; at level 15, they polymorph into a young dragon; at level 25, they polymorph into a fully grown dragon; at level 35, they become an ancient dragon; at level 45, they polymorph into a mighty wyrm; finally, at level 50, they become an ancient wyrm
- Dragons never turn into a ghost when they die (death is final - a small price to pay for such powerful race)
- Dragons cannot choose the Necromancer or the Shapechanger class
- Dragons cannot wield any weapons
- Dragons get special melee attacks (biting and clawing) that increase in power as they gain levels
- Dragon monks get special tail attacks replacing the Monk's usual fighting techniques
- py_attack() completely rewritten to factorize PvP and PvM code
- fixed py_attack(): rogues should only be able to stab visible monsters
- fixed py_attack(): messages should use "someone" to describe invisible players in PvP
- do_cmd_fire() and do_cmd_throw() completely rewritten to factorize the code
- fixed do_cmd_fire/throw(): messages should use "someone" to describe invisible players in PvP
- Dungeon Master "Summon Specific" command modified: putting a '#' followed by a monster race name after the "Enter (partial) monster name: " prompt now summons from that exact race name (case insensitive)
- player race and class info on the client are now obtained by parsing p_race.txt and p_class.txt the same way as it is done on the server

Alignments with MAngband 1.x:
- none

Alignments with Angband 3.x:
- none

Features/problems partially implemented/fixed:
- none

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

Re: PWMAngband 1.1.1.x

Post by PowerWyrm » Fri 24.10.2008, 19:36

New patch 1.1.1 build 6 for PWMAngband 1.1.1 released!
(client, server and source code available at usual location)

This release breaks savefile compatibility. A whole server reset is required.
This is a major release: you will probably need to get used to the new store system...

List of changes:
- added missing OPEN_DOOR flag to the Newborn dragon race
- missiles picked up from the floor will now stack with existing missiles in the quiver slot if they are similar
- new configuration variable: VERBOSE_LOG (verbose server log to help tracking bug locations in the source code)
- remove/dispel curse now also works on items in the pack
- remove curse now only uncurses one item while dispel curse still uncurses all items in inventory (to make dispel curse more useful)
- fixed p_hist.txt: an incorrect history entry for the Dragon race was crashing the server at character birth when choosing Dragon for character race (need to delete p_hist.raw in /data)
- fixed player_setup(): every player that logs in (including ghosts, players with passwall ability and players joining back on an unstaticed level) should be placed on an "empty" floor grid (i.e. never stuck in walls, on top of a monster or on top of another player)
- removed obsolete wraith_in_wall field from the player_type structure
- the tavern is now always generated with max size (16x11)
- fixed all commands affecting floor items: a notification should always be sent to the client when the description of an item on the floor changes
- fixed a typo in the "You feel less resistant to poison." message
- the chance of dead monsters generating a skeleton has been lowered (especially in town)
- all spells affecting terrain features are now disabled completely outside of the dungeon: door_creation(), stair_creation(), warding_glyph(), earthquake(), destroy_area(), sea_runes(), wall_creation(), wipe_spell(), trap_creation()
- amnesia now really makes spells fail half of the time
- staves of the magi now only restore 500 mana points
- scrolls of *identify* are now stored as staple item in the black market
- potions of healing, scrolls of teleportation and potions of restore mana are now stored as staple items in the expensive black market
- fixed store_examine(): examining items in player owned shops was giving away all hidden properties
- field "cost" removed from artifact_type and ego_item_type structures: the price of ego items and artifacts is now computed in object_value() from the object base cost and bonuses/penalties for each ability possessed by the item
- new object flag: WORTHLESS (used for worthless base objects, ego items and artifacts to replace base cost of 0)
- items with negative pval/bpval are not automatically tagged as "worthless" now (some of those items are actually quite good, especially some of the artifacts): they will get a penalty to their value equal to twice the boost they would get if the pval/bpval was positive, and only items with the WORTHLESS flag or items with a value of 0 will be tagged as "worthless"
- removed obsolete check against old "dungeon objects", making object kinds 440 to 479 available again
- fixed curse_armor() and curse_weapon(): true artifacts were not preserved when blasted
- removed the rating boost from kollas
- high level amulets (magi, devotion, weaponmastery and trickery) and useful potions (the 3 healing potions, the 2 restore mana potions, stat potions and potions of augmentation) can now be generated as "good" drops
- ego and artifact diggers can now be generated as "good" drops
- damaged weapons (broken daggers/swords) can now be generated as "good" drops if repaired (positive to-hit/to-dam)
- damaged armor (filthy rags) can now be generated as "good" drops if repaired (positive to-ac)
- ego and randart light sources can now be generated as "good" drops
- fixed apply_magic() and place_object(): failing to generate an ego item or artifact as "great" drop is still possible, but much less likely
- CHR value boost on items down from 200 to 100
- STEALTH value boost on items down from 250 to 200
- SEARCH value boost on items down from 500 to 100
- INFRA value boost on items down from 150 to 100
- TUNNEL value boost on items down from 175 to 100
- BLOWS value boost on items up from 2000 to 4000
- SLAY_XXX, KILL_XXX and BRAND_XXX value boost on ego missiles increased to 1/20th the corresponding boost on weapons
- SUST_XXX value boost on items tripled when having all 6 sustains
- IM_XXX value boost on items tripled when having all 4 immunities
- RES_XXX value boost on items tripled when having all 4 base resistances
- RES_XXX value boost on items increased by 33% for each extra high resistance
- some more tweaks in the value boost for known item properties
- value boost for artifact (+ some other MAngband specific items) activations added
- fixed Send_char(): the screen was never updated during mind link for the linked character
- fixed monster.txt: Great wyrms of power should be displayed in light red like all other forms of power dragons
- base weapon weights/damage dices are back to vanilla Angband values; two-handed weapons get a +2 bonus to damage sides
- the color of seeker bolts has been changed to dark green to match vanilla Angband
- many tweaks in object.txt (many values/properties are back to what they were in vanilla Angband)
- fixed a few typos/errors in object.txt
- scrolls of teleportation are now more expensive
- The Massive Iron Crown of Morgoth is back to a 20lbs weight
- many tweaks in artifact.txt (many values/properties are back to what they were in vanilla Angband)
- true artifacts have now a minimal value of 1 to ensure they can all be sold (except permanently cursed ones)
- fixed set_cut(): added a check for ghosts... since ghosts can't bleed
- many tweaks in ego_item.txt (many values/properties are back to what they were in vanilla Angband)
- the rarity system for ego items has been reverted to the easier system from current vanilla Angband: chance of generating an ego item = (1 / ego rarity) instead of (ego rarity / ego max rarity)
- fixed easy_know_p(): rings and amulets should never be easy known because they can be artifacts
- items with a value of 0 cannot be bought in player owned shops anymore
- inscribing an item "for sale 0" in player owned shops will now display the item in the shop without letting other players buy it
- true artifacts shown in player owned shops will now have a value of 0 to prohibit players from buying them
- fixed prt_player_equippy(): rings and amulets were not displayed in the character property sheet
- scrolls of life have been added as staple items in the temple
- shadow/ethereal dragon and shadow/ethereal DSM have been switched (to match shadow cloak: res lite/dark and ethereal hound: breathe nether)

Alignments with MAngband 1.x:
- none

Alignments with Angband 3.x:
- new stores (Angband 3.0.8): max number of items in stores back to 24; "staple items" added (items always restocked); stores based on scrollable lists; selling/buying done by pressing 'Enter' on the current selected item; switching between selling and buying done by pressing 'TAB'; scrollable list of sellable items from equipment/inventory displayed while in "selling" mode; new "welcome" comments when entering a store; new comments when selling items (shopkeeper reacting to purchase prices)
- CHECK_TIME option removed (Angband 3.0.8)
- cleared a lot of cruft out (reduced down to two h-* files amongst other things)
- experience required to advance to next level displayed on main panel (until level 50) instead of current experience (Angband 3.0.8)

Features/problems partially implemented/fixed:
- none

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

Re: PWMAngband 1.1.1.x

Post by PowerWyrm » Tue 28.10.2008, 13:12

Oops... build 6 has a major bug that makes archers/characters using missiles unplayable. Better wait for the next release before playing PWMAngband again (should be done by the end of the week).

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

Re: PWMAngband 1.1.1.x

Post by PowerWyrm » Fri 31.10.2008, 19:43

New patch 1.1.1 build 7 for PWMAngband 1.1.1 released!
(client, server and source code available at usual location)

Minor release with mostly bugfixes... and a new simplified PvP system.

List of changes:
- added OPEN_DOOR to the ethereal and shadow drake races (required for players in that form to be able to open house doors)
- removed INVISIBLE/PASS_WALL from the shadow drake races
- fixed choose_character(): pressing 'back' after choosing the Dragon race wasn't working
- do_cmd_store() has been modified: sometimes, the Angband 3.0.8 event loop gets "stuck" while shopping; when this happens, pressing SPACE fixes the problem
- fixed inven_takeoff(): item was added to pack before being removed from equipment, which produced weird results when removing missiles
- fixed py_attack(): a blank line was displayed when no critical hit was scored
- the base digging bonus of digging tools has been moved from pval to bpval to avoid insane strength bonuses on ego picks of earthquakes, while retaining the high digging bonuses on such items
- fixed process_command(): 'T' and 'ctrl-dir' can now be used to tunnel again
- fixed master_generate(): ego witan boots were generated without the -2 penalty to stealth
- fixed process_monster(): the "noise" value used to determine if a monster wakes up depending on the closest player's stealth was incorrectly kept in a static global variable; a "noise" field has been added to the player's structure and used instead to make sure the right "noise" value is used (see Angband 3.0.x)
- health_redraw() has been modified to match Angband 3.0.x more closely, and the health bar now reflects when a monster or a player is poisoned or bleeding
- the PvP system has been greatly simplified: only one level of hostility defined by the PVP_HOSTILITY configuration variable
- the PVP_NOTIFY configuration variable has been removed: making player hostile will always warn both players, and a message will be displayed in red in the chat window
- hostility vs party removed: hostility is now on player basis only
- the PVP_SAFEHOSTILITY, PVP_SAFEDEPTH, PVP_SAFERADIUS and PVP_SAFELEVEL configuration variables have been removed: just use a house to stay safe from PvP combat
- stealing has been disabled if the thief or the target is hostile (or in brutal mode)
- stealing has been disabled if the target cannot retaliate (safe mode, no-PvP mode, or thief and target in the same party)
- hostile players are displayed in red (player screen)
- potential hostile players (safe mode, one player is hostile but the other isn't) are displayed in yellow (player screen)
- players cannot add/remove hostility in brutal mode (implicit) or when PvP is disabled (irrelevant)
- adding hostility in normal or dangerous modes now sets both players hostile
- removing hostility now makes both players non-hostile again
- true artifacts once sold in a shop by a player won't be generated for that player again

Alignments with MAngband 1.x:
- Show all players depths: fixed
- Friendly targeting too broad: fixed
- No "You Cannot See!" message on startup: fixed
- Mini-map woes: fixed
- Client should collapse repeated messages in the Mirror window: done
- Friendly targeting crash: fixed
- Trap door crash: fixed
- Minor bug when transiting wilderness levels: fixed
- Tmp-file crash: fixed
- Console connection handling improvements: done
- Support 'local only' access to console port as config option: done
- Support multiple console connections: done
- Console connection interferes with other connections: fixed
- Inventory highlight not properly updated: fixed

Alignments with Angband 3.x:
- none

Features/problems partially implemented/fixed:
- DM Menu Enhancements

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

Re: PWMAngband 1.1.1.x

Post by PowerWyrm » Fri 07.11.2008, 23:30

New patch 1.1.1 build 8 for PWMAngband 1.1.1 released!
(client, server and source code available at usual location)

Minor release with mostly bugfixes...

List of changes:
- fixed define.h: ethereal/shadow drake race definitions were inverted
- fixed message_last(): blank lines were displayed when the maximum number of messages to remember was reached
- fixed project_m(): server was crashing when a monster breathed gravity on another monster
- fixed teleport_player(): ghosts could be teleported inside rock (should only happen when a player dies and the ghost is teleported to a safe place)
- fixed calc_bonuses(): the to-hit/to-dam from missiles put in the quiver slot were added to the player total to-hit/to-dam
- fixed store_confirm(): the check for sold artifacts had no effect (it was done too late)
- fixed calc_bonuses(): archers throwing rocks didn't get extra shots per round (making dragon archers totally unplayable)... now they get up to 6 extra shots at level 50
- the character screen ('c' command) is now displayed like in vanilla Angband 3.0.x
- the main screen now displays HP/MAXHP and SP/MAXSP like vanilla Angband 3.0.x
- the main screen now only displays SP/MAXSP if the character can cast spells
- added IGNORE_XXX to any item that provides resistance to element XXX or produces an effect related to element XXX (potions of resist heat/cold, wands/rods of lightning/fire/acid/frost bolts/balls)
- the random artifact generation routine has been modified to match vanilla Angband 3.0.x more closely
- only digging tools can now have the TUNNEL object flag
- items with a real value of 0 are not tagged as "broken" anymore, they are just tagged as "worthless"
- fixed describe_item_activation(): randart amulets of the moon, elemental rings and dragon scale mails were displaying an error when describing their activation
- LIMIT_ESP configuration option removed: the area of telepathic awareness now only applies to full ESP (racial ESP is not restricted anymore)

Alignments with MAngband 1.x:
- none

Alignments with Angband 3.x:
- none

Features/problems partially implemented/fixed:
- none

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

Re: PWMAngband 1.1.1.x

Post by PowerWyrm » Fri 14.11.2008, 20:18

New patch 1.1.1 build 9 for PWMAngband 1.1.1 released!
(client, server and source code available at usual location)

Minor release with mostly bugfixes again.

List of changes:
- fixed player_death(): the "ghost" flag had to be set after polymorphing dead shapechangers back to their original form, not before
- ent shapechangers only get -1 to speed instead of -2 when polymorphed
- fixed Send_equip()/Receive_equip(): PKT_EQUIP didn't send the amount of missiles equipped in the quiver slot, making impossible to sell multiple missiles from the quiver slot to shops
- the field xtra2 from the object_type structure is now a long integer and holds the seed value for extra random object powers (resistances, sustains, abilities, ESPs)
- all random object powers are now set using the same method (calls to RNG using a fixed seed... like what's done for random artifacts)
- new object flag: ESP_RADIUS (full ESP inside an area of telepathic awareness)
- ESP_ALL restored to its full glory (detects sentient monsters on the whole level)
- ESP_ALL is now much rarer (see following changes)
- new concept: telepathic awareness (1/12 chance of giving a racial ESP for each of the 7 racial ESPs, 2/12 chance of giving ESP evil, 2/12 chance of giving ESP radius, 1/12 chance of giving full ESP)
- ents get ESP_RADIUS at level 50 instead of ESP_ALL
- ego items "of Telepathy" renamed to "of Telepathic Awareness"
- ego items "of Telepathic Awareness" now give a random ESP instead of ESP_ALL (same as amulets of Telepathic Awareness)
- fixed self_knowledge(): typos corrected
- fixed check_experience(): it was possible for dragons to advance instantly from level 48 to level 50 due to an integer overflow

Alignments with MAngband 1.x:
- Winners don't get a character dump: fixed
- File handlers for tmp files never released: fixed
- Bug with panic saving: fixed

Alignments with Angband 3.x:
- find_ignore_stairs option removed: stairs are now never ignored (Angband 3.0.8)
- show_weights option removed: item weight is now always displayed (Angband 3.0.8)
- view_reduce_lite option removed: light radius is now always displayed normally when running (Angband 3.0.8)
- use_color option removed: useless, and not in Angband 3.x
- view_reduce_view option removed: useless, and not in Angband 3.x
- stack_allow_items option removed: weapons and armor parts now always stack (Angband 3.0.8)
- stack_allow_wands option removed: wands, rods and staves now always stack (Angband 3.0.8)
- find_cut, find_examine and find_ignore_doors options renamed to run_cut_corners, run_use_corners and run_ignore_doors
- auto_scum and no_ghost renamed to birth_autoscum and birth_noghost
- ammo in stores is now treated in groups of 5/10/20 (Angband 3.0.8)
- option menu rearranged (Angband 3.0.8)

Features/problems partially implemented/fixed:
- none

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

Re: PWMAngband 1.1.1.x

Post by PowerWyrm » Sat 29.11.2008, 16:54

New patch 1.1.1 build 10 for PWMAngband 1.1.1 released!
(client, server and source code available at usual location)

Minor release with new client options ported from Angband 3.0.8, a simple auto-squelch system, and some bugs fixed.

List of changes:
- DOOR_BUMP_OPEN configuration option removed: it is now handled for each player by the easy_alter option
- fixed show_equip(): the displayed weight of missiles put in quiver was incorrect
- fixed rd_dungeon_special(): no special levels can be designed for dungeon levels 99 (Sauron), 100 (Morgoth) and 127 (Senyakaze/Xakaze)
- fixed store_create_staples(): ironman staples were created for non-ironman servers
- new configuration option: LIMIT_STAIRS (if set to 1, up/down staircases are not connected between levels; if set to 2, only down staircases are generated, and spells like teleport level or probability travel will only allow the player to go down)
- new configuration option: NO_RECALL (special starting equipment for players; no wilderness; special store choices and staple items; special static pre-designed levels loaded at runtime; no townies; no monsters on special levels; recall enabled for winners only)
- new configuration option: NO_GHOST (players have only one life)
- IRONMAN configuration option removed: set LIMIT_STAIRS = 2, NO_RECALL = true and NO_GHOST = true for "ironman" settings
- the server now tells about configuration restrictions (stairs, no-recall, no-ghost) when a client connects
- birth options are now available to characters with 0 experience only (instead of level 1 characters)
- new field "owner" added to the object_type structure to tell if an object has been picked up by somebody (first step to item ownership)
- items that have a different "owner" cannot be acquired by a player that has birth_no_stores defined (includes picking up objects, stealing, wearing items from the floor and receiving objects using telekinesis)
- players having birth_no_stores defined have limited interaction with items on the floor that have a different "owner": the only commands allowed are observe, inscribe, uninscribe and browse
- fixed do_cmd_wield(): most checks done when picking up items were not done when wielding/wearing an item from the floor
- new simple auto-squelch system (see below)
- new field "squelch_lvl" added to the player_other structure to define the auto-squelch level
- new menu item "Set auto-squelch level" in the options screen to define the auto-squelch level
- new field "squelch" added to the object_type structure to mark items as squelchable
- the "," command has been modified to pick up items using the auto-squelch system
- the "g" command has been modified to bypass auto-squelch when picking up items
- identified items and obvious junk matching the defined auto-squelch level are automatically destroyed when picked up with auto-squelch on
- unidentified items matching the defined auto-squelch level are automatically destroyed when pseudo-identified

Alignments with MAngband 1.x:
- Failed socket connection causes infinite loop: fixed

Alignments with Angband 3.x:
- rearranged the options menu a little (Angband 3.0.8)
- fixed store owner display (Angband 3.0.8)
- fixed crash bug and selections in store code (Angband 3.0.8)
- fixed the default illumination options so that unobserved wiz_lite() grids stay dark until visited and non-LOS grids are darker than LOS grids (Angband 3.0.8)
- normal torches/lanterns no longer have a base pval (object.txt): starting fuel is now set randomly based on FUEL_TORCH and FUEL_LAMP (Angband 3.0.8)
- moved windows-specific files to win/ subdirectory (Angband 3.0.8)
- added page-based menu support in stores (Angband 3.0.8)
- fixed various problems with menu prompts in store (Angband 3.0.8)
- new easy_alter option: Open/Disarm doors/traps on movement (Angband 3.0.8)
- new easy_open option: Open/Disarm/Close without direction (Angband 3.0.8)
- new show_labels option: Show labels in equipment listings (Angband 3.0.8)
- new hp_changes_color option: Player color indicates low hit points (Angband 3.0.8)
- new center_player option: Center map continuously (Angband 3.0.8)
- new show_flavors option: Show flavors in object descriptions (Angband 3.0.8)
- new birth_ironman option: Restrict the use of stairs/recall (Angband 3.0.8)
- new birth_no_stores option: Restrict the use of stores/home (Angband 3.0.8)
- new birth_no_artifacts option: Restrict creation of artifacts (Angband 3.0.8)
- fixed Macro Trigger echo problem (Angband 3.0.8)
- use colored labels for resistances/immunities in the character screen (Angband 3.0.8)

Features/problems partially implemented/fixed:
- none

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

Re: PWMAngband 1.1.1.x

Post by PowerWyrm » Mon 15.12.2008, 19:07

New patch 1.1.1 build 11 for PWMAngband 1.1.1 released!
(client, server and source code available at usual location)

Minor release with some MAngband 1.x bugs fixed, character screen dumps, features ported from Angband 3.0.x, new General Store from Angband 3.0.8, SDL client improvements and many more things.

List of changes:
- fixed choose_character(): it was possible to choose disallowed race/class choices (dragon necromancer/shapechanger) by choosing the class from a valid race, pressing "back", choosing the race and pressing "next" twice
- fixed set_cut(): dead players didn't have their cut counter reset
- run counter increased by x10 (less disturbance when running in the wilderness)
- "Nobody, the Undefined Ghost" removed
- race, class, sex, stats removed from mangclient.ini (obsolete entries)
- the auto-squelch system will now preserve "good" template items (DSMs, high books, speed rings, high level amulets and "good" potions) when set at "average" level
- ironman store choices removed (obsolete with the new General Store from Angband 3.0.8)
- new "expensive" field added to the object_type structure (object is sold at XBM price in the General Store)
- magic arrows/shots/bolts cannot be generated in piles anymore (in stores or from random drops)
- scramble_artifact() altered to force random artifacts to have at least one "real" ability, and not only extra to-hit/to-dam/to-ac

Alignments with MAngband 1.x:
- Players are repositioned incorrectly: fixed
- Tmp-file crash: fixed
- Apply special light to mangband-specific terrain features: done, but applied to grass only
- mangclient.ini not getting fully updated on font changes: fixed
- Console command to reload news.txt: done
- Console help feature: done
- Incorrect disconnect during login: fixed
- Window resize not working on Win32: fixed
- Blasted Armor should lose it's base AC: fixed
- Spells do not update after uninscribed books stack: fixed

Alignments with Angband 3.x:
- new command from Angband 3.0.8: ")" (generate screen dumps)
- screen dumps can be text, html, or embedded 'html' for forum posts (Angband 3.0.8)
- make_attack_spell(): damage caps for breaths have been updated to Angband 3.0.x
- project_p(): players have a chance to resist the teleportation effect from gravity (Angband 3.0.x)
- r_info initialization implemented like Angband 3.0.x (parsing of monster.txt)
- added code to lib/edit initialisation that balances monster power (depth, rarity and experience) and outputs revised monster.txt file in lib/user (Angband 3.0.8)
- stats above 18/220 are now displayed as numbers (18/230, ...) like Angband 3.0.x
- maxed stats are now displayed with a preceding "!" like Angband 3.0.x
- moved some constants to store.c, and simplified that file (Angband 3.0.8)
- General Store moved to always stocking staples and nothing else (Angband 3.0.8)
- simplified and genericised some more code in xtra1.c/c-xtra1.c for subwindows and the status line (Angband 3.0.8)
- added %b binary specifier to strnfmt for debugging purposes (Angband 3.0.8)
- k_info initialization implemented like Angband 3.0.x (parsing of object.txt)

Features/problems partially implemented/fixed:
- Implement limits.txt file for client
- Implement p_race.txt file for client
- Implement p_class.txt file for client
- Global Settings (client)
- SDL improvements
- Store issues (Angband 3.0.8)
- Import Sangband's/Steamband's code to put chance of generating piles of items in object.txt (Angband 3.0.8)

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

Re: PWMAngband 1.1.1.x

Post by PowerWyrm » Fri 16.01.2009, 22:28

A beta version of the forthcoming build 13 is out... I had to release this intermediate version to fix some annoying bugs from build 12.
My test server has been updated as well as the client.

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