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

PWMAngband 1.1.4 is out!

Post by PowerWyrm » Wed 05.05.2010, 19:23

New PWMAngband 1.1.4 (aka build 1) released!

The 1.1.4 version is a milestone version... it includes all changesets from the vanilla Angband bug database up to #1195, which corresponds to the 3.1.0 milestone (plus some features/bugfixes from the 3.1.1 release). Savefile compatibility is ensured with the beta release (for future patches, see note #1).

The list of changes below lists all the changes since the last beta update.

Alignments with Angband 3.x:
- Tone down Troll Priest HP (Angband 3.1.1)
- Add a paragraph about tunneling success in the object description for all items with the TUNNEL flag (Angband 3.1.1)
- Object activations are now described using min/max values instead of base/dice, and take depth into consideration (Angband 3.1.1)
- Make wands/staves easily known to always give info about number of charges when aware (Angband 3.1.1)

Other changes:
- bugfix: fixed incorrect minimum generation level for objects sold in regular shops
- bugfix: items sold by a player in regular shops were considered unidentified for other players, and could be bought for their base price instead of their full price

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...

Important note #1: since I started to work on player accounts (some internal structures and functions have already been modified...the feature should be available for 1.1.5), I don't plan to maintain savefile compatibility between 1.1.4 patches, except from one release to the next one, so upgrade is strongly recommended after each patch is released (missing a patch upgrade will mean starting the server from a clean instance again)

Important note #2: the 1.1.3 files have been deleted from the usual download location; please upgrade to 1.1.4 if you're still running 1.1.3 servers

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

Re: PWMAngband 1.1.4 is out!

Post by PowerWyrm » Wed 05.05.2010, 20:24

A comment about the new Angband feature concerning objects generated in shops: Angband 3.1 changed max_level in regular shops from STORE_OBJ_LEVEL (5) to MIN(STORE_OBJ_LEVEL + MAX(player_max_depth - 20, 0), 70), which is 32 at player_max_depth = 2350ft; with max_level = 32, the new generation code (apply_magic) will generate 100% "good" items and 40% "great" items (with max_level = 5, the chances are 21% "good" items and 6% "great" items); in regular shops, this is simply insane and totally removes the purpose of the black markets; I posted a comment on the Angband forums to see other players' point of view about this issue; I will revert max_level to constant value if needed...

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

Re: PWMAngband 1.1.4 is out!

Post by PowerWyrm » Wed 12.05.2010, 20:22

New PWMAngband 1.1.4 build 2 released!

This update is the first release with player accounts!!! For now it's a simple feature, mainly aimed at keeping a list of characters.
And I found out that graphics were broken again... so I had to fix that quickly. Complete list of changes below.

Alignments with Angband 3.x:
- Restock general store such that you don't have to buy out a slot to get more items in it (Angband 3.1.1)
- Only curse jewelry with a negative pval (Angband 3.1.1)
- Tone down detection area a bit (Angband 3.1.1)
- Tone down PDSM a bit (Angband 3.1.1)
- Add a couple of extra places where squelch should be checked (Angband 3.1.1)
- Apply ring brands to the object info screen (Angband 3.1.1)
- Learn item flags by use, part one (Angband 3.1.1): stub out a bunch of functions for learning flags, and call them in various places; make get_brand_mult() note down which slays and brands were used; move sense_inventory() to object/identify.c from dungeon.c; make more flags obvious-on-wield
- Start refactoring existing savefile code so it makes more sense (Angband 3.1.1)
- Remove useless junk from the savefiles (Angband 3.1.1)
- Separate out "magic numbers" for monster breath and spell damage into a new file (Angband 3.1.1)

Other changes:
- enhancement: a primitive account system has been implemented to keep track of all characters created; for now, it just allows to enter an account name/password on the client, create or retrieve the corresponding account on the server, display a list of characters attached to the account and let the player choose a character from that list (or create a new character); all orphan characters (characters created prior to the 1.1.4.2 release that are not linked to any account) can be attached to an account by choosing "New character" and entering the character name/password just like before; the default name/password for new characters is set to the account name/password, and it can be changed just like before; the number of characters that can be attached to the same account is limited to 12 for now
- bugfix: manipulating an item on the floor (like inscribing, uninscribing, recharging, identifying, enchanting, zapping a rod, using a charge from a wand/staff...) didn't update the object list subwindow
- bugfix: floor item description in equipment list/object list subwindow was not updated when a rod zapped from the floor was fully recharged again
- bugfix: floor item description in equipment list/object list subwindow was not updated when a corpse on the floor started to rot
- bugfix: floor item description in equipment list was not updated when a corpse on the floor rotted away
- bugfix: items from static levels were still showing in the object list subwindow when a player left that static level
- enhancement: the sound system has been reworked to avoid massive lag when trying to play too many sounds during effects that can affect many monsters at the same time (beam/ball/LOS effects)
- bugfix: PKT_ICKY should always be processed to avoid client from being disconnected during setup state
- bugfix: fixed a client crash when changing graphical mode
- bugfix: log only "panic info save failed" when the game exits improperly, not also "panic info save succeeded"
- enhancement: randart rarity has been increased by 50%

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: object.txt has changed, don't forget to delete object.raw before restarting your server; in fact, if you forgot to delete the .raw files after updating to 1.1.4.1, it would be a good time to do so.

Hades
Giant Mottled Ant Lion
Posts: 218
Joined: Tue 14.12.2004, 22:39

Re: PWMAngband 1.1.4 is out!

Post by Hades » Fri 14.05.2010, 05:27

Sorry about the delay, I didn't know there was a new release. Try e-mailing me or sending me a message on here with new releases, sometimes the different time zones with the forums and everything screws me up.
PWMAngband Host - Check out http://www.mangband.org/forum/viewforum.php?f=9 and download the client, server, lib files, sound fx patch and even the source code for this new variant!

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

Re: PWMAngband 1.1.4 is out!

Post by PowerWyrm » Wed 09.06.2010, 13:41

PowerWyrm wrote:Important note #1: since I started to work on player accounts (some internal structures and functions have already been modified...the feature should be available for 1.1.5), I don't plan to maintain savefile compatibility between 1.1.4 patches, except from one release to the next one, so upgrade is strongly recommended after each patch is released (missing a patch upgrade will mean starting the server from a clean instance again)
Hmm this isn't working very well...

If you forgot to connect with your 1.1.4 (beta) char to the 1.1.4.1 instance, the game will tell you that "Savefile (1.1.4.0) is too old. Please delete that character." when you try to connect with that char to the 1.1.4.2 instance. Unfortunately, the only way to fix that is to remove the character savefile manually (just as told)... but doing so won't reset the houses or the artifacts the character had and will put a "hole" in the player name database.

I recommend not deleting characters manually for the 1.1.4 instance and simply carry on with missing arts/houses and using another character name if the game tells you that the name is already used by a character from an old savefile.

Starting with the 1.1.5 release, I will try to ensure savefile compatibility... at least for all patches and builds associated with the release. Next release (1.1.5) will see a complete rework of the savefile format (based on Vanilla 3.1.1), so it will be time to start a clean instance again. In the meantime, I'll release at least another build for 1.1.4 with complete rework of the randart system. Since the 1.1.4 instance is already kinda screwed, more screwing won't do much more harm...

Hades
Giant Mottled Ant Lion
Posts: 218
Joined: Tue 14.12.2004, 22:39

Re: PWMAngband 1.1.4 is out!

Post by Hades » Wed 09.06.2010, 15:57

Haha, hopefully not much more harm eh? Updating wyrmband.ath.cx
PWMAngband Host - Check out http://www.mangband.org/forum/viewforum.php?f=9 and download the client, server, lib files, sound fx patch and even the source code for this new variant!

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

Re: PWMAngband 1.1.4 is out!

Post by Ace » Wed 09.06.2010, 23:34

*downloading*

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

Re: PWMAngband 1.1.4 is out!

Post by PowerWyrm » Thu 10.06.2010, 12:17

Well the 1.1.4 build 3 is not released yet lol... I will probably release it this weekend. With the new randart system, all randarts will be reset, so existing chars will be probably screwed anyway... But the new build will be useful to test the new randarts and see if this time they are not too overpowered like before...

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

Re: PWMAngband 1.1.4 is out!

Post by PowerWyrm » Thu 17.06.2010, 21:11

New PWMAngband 1.1.4 build 3 released!

Major update with a whole new randart system: now randarts are limited to the same object kinds as the standard set of arts, and each randart in a player set can be found only once, just like normal arts. Since artifact power calculation and artifact kinds have changed, old randarts have become incompatible and therefore have been reset.

Alignments with MAngband 1.x:
- 'host' in client .ini file not working (MAngband 1.2): fixed
- GF_INERTIA and Windows 7 (MAngband 1.2): fixed

Alignments with Angband 3.x:
- Rearrange things in load.c and save.c so they have the same order of functions (Angband 3.1.1)
- Split object and monster handling out from wr_/rd_dungeon (Angband 3.1.1)
- Factor out saving spell and HP information (Angband 3.1.1)
- Fix more warnings (Angband 3.1.1)
- Remove ALLOW_TEMPLATES_PROCESS (Angband 3.1.1): rebalancing monsters will be done with a command line argument instead of a compile option
- Separate out "magic numbers" for monster breath and spell damage, part 2 (Angband 3.1.1)
- Only rebalance monsters when passed -r on the command line (Angband 3.1.1)
- New randart code (Angband 3.1.1)
- Add back slay/brand info in object description (Angband 3.1.1)
- Extern the various wr_ and rd_ functions, and make the rd_ ones all have a return type of 'int' (Angband 3.1.1)
- Add a big struct detailing the various load/save blocks in new file savefile.c (Angband 3.1.1)
- Make savefile loading/saving use a loop over savefile_blocks[] (Angband 3.1.1)
- Make saving use a buffer back-end (Angband 3.1.1)
- Move the byte-based writing/reading functions to savefile.c (Angband 3.1.1)
- Make all option checks use the OPT() syntax (Angband 3.1.1)
- Store now always mentions the right number of items in the pack when buying more (Angband 3.1.1)
- Boost the rarity of the stat potions just a tad (Angband 3.1.1)
- Remove the cap on potions of experience (Angband 3.1.1): note that in PWMAngband, the full experience boost is only applied if the potion has been found by the player (as a reward for an early lucky find); potions of experience bought from shops (or obtained by cheezy means) will still yield the old experience boost
- Fix savefile loading bug (Angband 3.1.1)
- Possible quick fix for allowing people to uncurse Calris et al. (Angband 3.1.1)
- Add a bit of pre-Ben flavour text back in (Angband 3.1.1)
- Fix a minor grammar error: "You have no more (singular object)" should be "You have no more (plural object)" (Angband 3.1.1)
- First stage of fixing object pricing (Angband 3.1.1): done by externalizing the artifact power algorithm used for randarts, and using this algorithm to compute the "object power" of any object
- Pricing of wearable objects can be done using object power algorithm (Angband 3.1.1): this feature has been implemented, but currently disabled in PWMAngband (pricing already uses a special algorithm based on object_value_aux... and it's quite reliable); will be enabled when the whole pricing system is fully tested and balanced
- Refactor brands and slays (Angband 3.1.1)
- Crash after 'k' command with books (Angband 3.1.1)
- Remove autoroller (Angband 3.1.1)
- Learn weapon bonuses on attacking (Angband 3.1.1)
- No need to include {uncursed} if curses are largely separate from items (Angband 3.1.1)
- Get rid of old {uncursed} markers (Angband 3.1.1)
- Give the new mushrooms some rough-and-ready values, so they don't get squelched as worthless straight off (Angband 3.1.1)
- Fix a monster movement bug where monster packs would try to "surround" the player without first checking that they weren't already (Angband 3.1.1)
- Bugfix: reading in *.raw files would previously overwrite function hooks with saved and possibly stale values (Angband 3.1.1)
- Split knowledge menu stuff out of the large cmd.c into cmd-know.c (Angband 3.1.1)
- Split out some pref file handling code from c-util.c to prefs.c, refactoring along the way to keep prefs.c free of UI code (Angband 3.1.1)
- Stop dumping squelch settings with other options (Angband 3.1.1): squelch level is now set to 2 by default when loading a character (squelch all worthless items) and must be set manually via the option menu
- Move pref-file parsing to prefs.c (Angband 3.1.1)
- Refactor the object examination screen a fair bit, and try to make it all more terse (Angband 3.1.1)
- Note in a weapon's description when it benefits from a ring brand (Angband 3.1.1)
- Move from TR[123]_ to TR[012]_ for flags (Angband 3.1.1)
- Move flags across to arrays (Angband 3.1.1)
- Move object_flags() and player_flags() across to arrays (Angband 3.1.1)
- Add versioning to the object records in the savefiles (Angband 3.1.1)
- Start using a "known" flagset for known object flags (Angband 3.1.1): known object flags are stored in a known_flags array and saved in player/server savefiles, but they are not used elsewhere in the code yet

Other changes:
- enhancement: removing ALLOW_TEMPLATES by always allowing parsing of the \lib\edit files (this will save a lot of code duplication between server and savefile converter)
- enhancement: remove now useless command line arguments
- bugfix: using the "rebalancing monsters" command line option was yielding ancient wyrms at 50ft due to an overflow in the power calculation
- bugfix: when a "mimic" monster is generated by a player (new level, ...), the random attr/char picked for display should not depend on the player's graphical set (this was causing mimics to appear as a black tile when changing graphical set or when sighted by another player on the level)
- enhancement: the randart code has been rewritten from scratch; players now get an unique set of randarts based on the static artifacts (and with the same "power"); each randart can only be found once (just like normal arts); old randarts will be reset when converting 1.1.4.2 savefiles (for compatibility)
- enhancement: scrolls of artifact creation have been removed (artifacts cannot be "created" anymore)
- enhancement: rings/amulets without special individual properties (pval, todam, tohit, ...) are now easily known again since they cannot be randarts anymore
- enhancement: the object flag system has been simplified; IDENT_XXX flags are now totally independent from players (only awareness remains dependent on players); therefore, a player now completely "knows" an object if the object is "known" and the player is "aware" of it
- enhancement: the IDENT_XXX flags are now stored in a short integer instead of a byte to allow more flags

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

Hades
Giant Mottled Ant Lion
Posts: 218
Joined: Tue 14.12.2004, 22:39

Re: PWMAngband 1.1.4 is out!

Post by Hades » Fri 18.06.2010, 14:54

Reformatting my system today. Will this update a reset of savefiles? Or should I make a backup?
PWMAngband Host - Check out http://www.mangband.org/forum/viewforum.php?f=9 and download the client, server, lib files, sound fx patch and even the source code for this new variant!

Hades
Giant Mottled Ant Lion
Posts: 218
Joined: Tue 14.12.2004, 22:39

Re: PWMAngband 1.1.4 is out!

Post by Hades » Fri 18.06.2010, 17:04

Links to your downloads are not working... Says some stuff in French, pretty sure its an error =).
PWMAngband Host - Check out http://www.mangband.org/forum/viewforum.php?f=9 and download the client, server, lib files, sound fx patch and even the source code for this new variant!

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

Re: PWMAngband 1.1.4 is out!

Post by PowerWyrm » Sat 19.06.2010, 21:49

No need to reset the savefiles. Just reset the .raw files. Players will just lose their randarts, but that was necessary because of the new randart system.

About the download links, it's just a message stating that the datafiles are not encrypted. Try these links instead:
- client: http://www.humyo.fr/10073229/PWMAngband ... NB3T-kKOoQ
- lib: http://www.humyo.fr/10073229/PWMAngband ... x15mDf3fnc
- server: http://www.humyo.fr/10073229/PWMAngband ... kWXlvNPvMg
- source code: http://www.humyo.fr/10073229/PWMAngband ... o5iawvwh44

Billsey
King Vampire
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Re: PWMAngband 1.1.4 is out!

Post by Billsey » Thu 24.06.2010, 23:53

I just tried a quick build from VS 2010 and it looks like the src archive may be missing a file or two... Do you have a structs file? I can't find anywhere that the struct ang_file is defined. Same thing with emit_info_txt_index_func, emit_info_txt_always_func, etc...
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 » Fri 25.06.2010, 12:48

Those are defined in \common\z-file.h and \common\types.h, which are in the source archive...
I never tried to compile with VS, I'm using BCC and a makefile, or a BPR file to debug using C++Builder 6. Maybe you need to specify the include directories with VS...

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

Re: PWMAngband 1.1.4 is out!

Post by PowerWyrm » Fri 25.06.2010, 19:47

New PWMAngband 1.1.4 build 4 released!

Minor update with some bugs fixed and more learn-by-use features from V3.1.1 implemented.

Alignments with Angband 3.x:
- Move pseudo-ID status from being stored on the object to being calculated on-the-fly when necessary (Angband 3.1.1)
- Fill out the stub functions for learn-by-use (Angband 3.1.1)
- get_brand_mult() now sets flags on the item being used itself, rather than delegating (Angband 3.1.1)
- Allow missile slays/brands to be learnt when shooting (Angband 3.1.1)
- Learn resists and sustains as they take effect (Angband 3.1.1)
- Print messages when resistances are discovered (Angband 3.1.1)
- Get cool messages printed for when you find out about brands on rings (Angband 3.1.1)
- Improve UI abstractions (Angband 3.2.0): all useful features are now implemented; nothing more will be done in PWMAngband since the UI is already abstracted by having a dedicated client separated from the game engine (the server part)
- Renamed eval_info_power to eval_info_post for more generic use (Angband 3.1.1)

Other changes:
- bugfix: fix option files (add "birth_money" and remove "depth_in_feet" from options.default and options.txt; add "lazymove_delay" in options.txt)
- bugfix: fix help files (remove references to auto-roller; mention accounts when logging to the game)
- bugfix: fix ambient sounds (all sounds mapped to a MSG_XXX constant greater than 127 were not played due to a char/byte conversion error)
- enhancement: ruined chests are now easily known (to simplify squelch system)
- enhancement: the "cursed" status of an object doesn't affect the squelch level anymore (since curses can be removed); the "squelch_lvl" value now ranges from 0 to 4; the "cursed" value has been removed, and the default value has been set to 1 ("worthless")
- enhancement: worn/wielded worthless items are now recognized as worthless when "sensed" (to simplify learn-by-use system)
- enhancement: Tik'srvzllat is now level 125; Senyakaze is now level 126 and will prevent characters from going down to level 127 while she's alive
- bugfix: fixed what could have been a bug in teleport_player_level()

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: monster.txt has changed, don't forget to delete the corresponding .raw file before restarting your server.

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