PWMAngband 1.1.4 is out!

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

Re: PWMAngband 1.1.4 is out!

Post by PowerWyrm » Fri 02.07.2010, 20:29

New PWMAngband 1.1.4 build 5 released!

Experimental release to test Elementalists. The class is not finalized yet (no spellpower, unbalanced spell damage...), but it will be a good way to improve it. Also fixed a problem with randarts: all generated randarts left behind were lost forever, even if the player was not aware of them.

List of changes:
- enhancement: new class, Elementalist (base color: multihued; resistances to fire/cold/acid/lightning at levels 10/15/20/25; automatic digging at level 50; five elemental schools to learn spells from using Elemental Spellbooks)
- enhancement: the character history system has been rewritten to match V3.1 more closely (this should fix display bugs in the process)
- enhancement: random artifacts are now preserved when abandoned/sold if the owner is connected
- enhancement: players cannot steal artifacts from other players anymore

Files updated: client, server, lib, source code.
Files are available for download at the usual location. Don't forget to update both clients and servers...

Note: many txt files have changed, don't forget to delete the corresponding .raw files before restarting your server.

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

Re: PWMAngband 1.1.4 is out!

Post by PowerWyrm » Wed 07.07.2010, 20:22

EEK!!!

Found a bug with 1.1.4.5: archers shooting missiles will crash the server if a brand is activated through a spell. Gonna fix that and quickly release 1.1.4.6, which will have a couple more sweet features...

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

Re: PWMAngband 1.1.4 is out!

Post by PowerWyrm » Fri 09.07.2010, 21:35

New PWMAngband 1.1.4 build 6 released!

First attempt at balancing Elementalists. Fixed the problem concerning archers. More V3.1.1 features implemented.

Alignments with Angband 3.x:
- Items with random powers should not get duplicate powers (Angband 3.1.1)
- Targetting should warn when something is out of range (Angband 3.1.1)
- Make arriving on new levels safe (Angband 3.1.1)
- Alchemist's Gloves should be wearable by mages (Angband 3.1.1)
- Make it clear what brands on rings do (Angband 3.1.1)
- Ensure that all single summons do not bring friends or escorts (Angband 3.1.1)
- Remove 12% of hp for ex-FORCE_MAXHP non-unique monsters (Angband 3.1.1)
- Healing spells are now identical to the potions of same name (Angband 3.1.1)
- Tweak the pile sizes some scrolls appear in (Angband 3.1.1)
- Remove some pointless functions from z-file.c (Angband 3.1.1)
- Attempt to get known-via-use items selling with vaguely-reasonable prices (Angband 3.1.1): disabled in PWMAngband until power-based pricing is fully implemented

Other changes:
- enhancement: birth.txt has been updated for Elementalists
- enhancement: Monks now require much less experience to advance (+10%)
- enhancement: Unbelievers now require slightly less experience to advance (+15%)
- enhancement: Sorcerors now require slightly more experience to advance (+35%)
- enhancement: add a visual hint (depth displayed in light blue) when the level feeling has recharged (useful for smart stairscumming)
- enhancement: add spell power for Elementalists (2 spell points to spend each level; learning/improving a spell costs 1 point; cannot put more than clvl - spell level spell points in a spell, with a maximum of 5 points for Air/Fire/Earth/Water schools and 10 for the Elemental school)
- enhancement: elemental spells now cost much less mana
- enhancement: the damage of elemental spells has been adjusted
- enhancement: the Earth spell "Stone Prison" becomes "Wall Creation", which creates some walls around the player depending on spell power
- bugfix: auto-retaliating while afraid was wasting a turn
- enhancement: the tiles for elemental books have been updated in the graf-XXX.prf files
- bugfix: when having multiple shots per round, a shot is now applied only if the target has not been killed by the previous shot
- bugfix: fix a crash when archers were casting missile branding spells
- enhancement: Senyakaze and Xakaze are now QUESTOR monsters
- enhancement: due to ex-FORCE_MAXHP non-unique monsters having 12% less average hps, the formula for players maximal hit points has been adjusted for polymorphed players so that they roughly get the same amount of hps as before when using a high level form
- enhancement: current player turn is now displayed on the character sheet

Files updated: client, server, lib, source code.
Files are available for download at the usual location. Don't forget to update both clients and servers...

Note: many txt files have changed, don't forget to delete the corresponding .raw files before restarting your server.

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

Re: PWMAngband 1.1.4 is out!

Post by Ace » Thu 15.07.2010, 21:02

Hi!

Okay I searched now half an hour for it and
http://powerwyrm.fr.tc/PWMangband/ is up to 113
and on http://monsite-orange.fr/powerwyrm/page5/index.html is 100

So where is 114? :)

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

Re: PWMAngband 1.1.4 is out!

Post by PowerWyrm » Fri 16.07.2010, 12:31

Oh... I didn't even know I had a download link on my web page... I should probably update it (didn't touch the page for 3 years now).

The xdir link (http://powerwyrm.fr.tc/PWMangband/) is out of date because I simply cannot connect to that site via FTP anymore (no idea why). The new links were given here: http://www.mangband.org/forum/viewtopic.php?f=9&t=1805

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

Re: PWMAngband 1.1.4 is out!

Post by PowerWyrm » Fri 16.07.2010, 12:35

Btw, you must click on "Télécharger Fichier" to download the files (yeah it's a french hosting website).

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

Re: PWMAngband 1.1.4 is out!

Post by PowerWyrm » Fri 23.07.2010, 21:19

New PWMAngband 1.1.4 build 7 released!

Balancing Elementalists again. More V3.1.1 features implemented.

Alignments with Angband 3.x:
- Items are now fully ID'd when known flags and flags match up (Angband 3.1.1)
- Skip non-existent spells when counting spells that can be learned (Angband 3.1.1)
- Remove now unnecessary duplication in init1.c (Angband 3.1.1)
- Make struct player_race use arrays for flags (Angband 3.1.1)
- Move all player-related types into player/types.h (Angband 3.1.1)
- Remove potions of self_knowledge (Angband 3.1.1)
- Stop running one square away from already-visible monsters (Angband 3.1.1)
- Update description of TR2_AFRAID (Angband 3.1.1)
- Order the list of visible monsters by depth (Angband 3.1.1)
- Code cleanup (Angband 3.1.1): remove cmd6.c; put remaining object handling functions in cmd-obj.c; rename do_cmd_* functions that affect game state to textui_cmd_*; write a function (object_from_item_idx) to get an o_ptr from an item number and a function to reduce and describe inventory/floor items to remove a lot of code duplication
- Monster display now shows in/out of LOS and asleep/awake (Angband 3.1.1)
- Sort out various uses of text_out to prevent strings read from files or generated by the game being used as format strings (Angband 3.1.1)
- Set LOS flag (mon_los/play_los) when a monster/player detected by ESP is in LOS (Angband 3.1.1)
- Amend Cammithrim's description (Angband 3.1.1)
- Notice the IMPAIR_* and REGEN flags when regenerating HP/mana (Angband 3.1.1)
- Add some object knowledge accessor functions (Angband 3.1.1)
- Stop requiring full knowledge to merge various item kinds (Angband 3.1.1)
- Stop requiring knowledge in order to activate things (Angband 3.1.1)
- Improve the squelch system a bit (Angband 3.1.1)
- Add STEALTH to OBVIOUS_MASK (Angband 3.1.1)
- Any flag a monster might learn in update_smart_learn(), the player should learn (Angband 3.1.1)
- If the monster checks vs ac, the player learns ac bonuses (Angband 3.1.1)
- Various tweaks to object power (Angband 3.1.1)

Other changes:
- Remove activation (ACTIVATE) flags in source code and text files: an activation is now fully defined by an effect and a non-zero recharge time
- The value of rods is now defined like any other activatable item (base value in text file + effect value in list-effects.h)
- Reimplement "known if aware" (EASY_KNOW) flags in source code and text files (to avoid hardcoded tval/sval values and to anticipate changes in the ID-by-use code)
- Fix ID-by-use not working on worthless items
- Fix ID-by-use not working on two-handed weapons
- The damage of low level elementalist spells has been beefed up a bit
- Fixed another display bug with Rings of Power
- The "Display feature knowledge" submenu has been (finally) implemented

Files updated: client, server, lib, source code.
Files are available for download at the usual location. Don't forget to update both clients and servers...

Note: many txt files have changed, don't forget to delete the corresponding .raw files before restarting your server.

Billsey
King Vampire
Posts: 272
Joined: Sun 12.02.2006, 14:36
Location: Oregon, USA
Contact:

Re: PWMAngband 1.1.4 is out!

Post by Billsey » Sat 24.07.2010, 01:24

I've updated my server and reset it for 1.14.7.
Mangband Project Team Member

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

Re: PWMAngband 1.1.4 is out!

Post by PowerWyrm » Mon 26.07.2010, 12:36

By the way... I see everyone resetting their servers for the patches. You don't need to do that :)
Just delete the .raw files which correspond to .txt files that have changed and that should be enough.

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

Re: PWMAngband 1.1.4 is out!

Post by PowerWyrm » Fri 30.07.2010, 21:02

New PWMAngband 1.1.4 build 8 released!

Last release before my holidays (I'll be back in 3 weeks, then I'll start to work on 1.1.5 which will require a full reset). More V3.1.1 features implemented. Some client improvements (check it out!)...

Alignments with Angband 3.x:
- Add support for automatically numbering characters (Angband 3.1.1): any character with a name ending with a space character followed by a Roman number can be rerolled with that Roman number incremented
- Prevent stores stocking weapons with negative mods (Angband 3.1.1): weapons with mixed to-hit/to-dam, (+4, -2) for example, will disappear when sold
- Store gold that monsters steal in their inventory (Angband 3.1.1)

Other changes:
- The "Display ego item knowledge" submenu has been (finally) implemented
- The player database has been expanded to allow keeping track of "dead" characters
- The server will now keep "dead" characters in the player database during 7 days
- The list of characters linked to an account displayed on the client will now mention "dead" characters and their expiration date
- Choosing a "dead" character from the list of characters displayed on the client now allows to reroll that character, play a new incarnation of that character (Rocky II, Rocky III, ...) or delete that character permanently (to free a character slot if the account is full)
- Quick-start is now only proposed when rerolling a character or playing a new incarnation of a character

Files updated: client, server, lib, source code.
Files are available for download at the usual location (it's here now: http://powerwyrm.monsite-orange.fr).
Don't forget to update both clients and servers...

Post Reply