PWMAngband 1.1.8 is out!

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

PWMAngband 1.1.8 is out!

Post by PowerWyrm » Sat 26.11.2011, 18:28

Six bloody months since last release... this has been a while! And finally...

New PWMAngband 1.1.8 (aka build 1) released!

The 1.1.8 version is a milestone version... it ports many features from the Angband 3.3.x series, and even some features and fixes from the 3.4 development version. This includes new dungeon rooms and levels (caverns, labyrinths, ...), new level feelings, multiple pval system finally complete, more consistent resistances, many item tweaks, more dangerous mimics (they *really* mimic items now -- be VERY careful with innocent swords lying around in the dungeon, they may eat you!)... and many other gameplay changes. Macros no longer exist... but the new keymap system allows to enter vital customized commands that can be mapped to special keys just like before. See readme.txt for the full story, or below for the full list of changes.

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

Note: some basic entities have changed, so savefiles are incompatible again; please start a clean server instance with the new version

Important note: all older files have been deleted from the usual download location; please upgrade to 1.1.8 if you're still running old servers.


List of changes below (HUGE):


Gameplay changes
================

Angband 3.3.0:
- New level feelings
- Refactoring of and enhancements to cave generation code, including circular
rooms, labyrinths, and cavern levels
- Improved monster pain messages
- Moved fear, blindness, and confusion from resists to protections, and
separated damage resistance from effect resistance
- Add protection from stunning
- Remove now-incorrect hint about sound resistance
- Remove confusion as a breath attack, along with bronze monsters/DSM
- Remove confusion resistance or chaos resistance from artifacts with both, and
change confusion resistance to blindness resistance for Amulets of the Magi
- Multiple pval support (improved from the first draft in PWMAngband 1.1.7)
- Rewrite of object_power for slot-dependent price balancing, and pricing of
light radius
- Drain charges only drains as many charges as a recharge gives
- Afraid monsters now have increased spell failure chance
- General store now only buys lights, food, oil and spikes (for PWMAngband, the
General store also accept tools)
- Stat drain now repairs on level up: restore stat potions removed
- Prevent unusually high AC armour from being detected from afar
- Toned down +dam and +speed on nonweapon standarts and removed brands from
rings
- New flags for "weak" brands (x2 dice damage instead of x3)
- Paurnimmen's brand changed to x2
- Rebalanced ego DSM
- Make lurkers, mimics, and creeping coins more convincing
- Create doors, create stairs, and glyph of warding push items in adjacent
squares away
- Rebalancing of some artifacts and ego items (for PWMAngband, remove most
extra abilities added previously to buff Angband standard artifacts and ego
items -- they are obsolete after this)
- Added a few new artifacts/ego items
- Allow locking of doors with the Disarm command, improve spikes
- Monster hindrance (sleep/slow/confuse/scare) now more useful
- Make Teleport Other a bolt and make Destruction remove artifacts
- Remove percentage healing for potions, switch CLW/CSW/CCW to healing
20/40/60hp respectively
- Tone down the price of CLW
- Add a neutral gender
- Scale no_selling gold multiplier in early levels, and reduce money from
selling by 1/3rd
- Tone down flask of oil damage
- Remove random (pointless) curses on jewelry
- Poison melee damage now reduced by poison resistance
- High AC no longer grants quite such overpowered protection in melee
- Replace delay factor input as the square root of the desired time in
miliseconds with the far more intuitive "time in milliseconds"
- Add Potions of Neutralize Poison to the Alchemist shop
- Master and grand master mystics now have a second PARALYZE attack instead of
a POISON attack
- Remove IGNORE_FIRE from mithril arrows and bolts for consistency with other
mithril items
- Increase commonness of basic ammo a bit
- Decrease price of staff of Magic Mapping
- Remove ammo of Backbiting
- Add HURT_COLD/FIRE to some monsters

Angband 3.3.1:
- Rebalance to-hit vs. AC (take two)
- Ensure that PDSM can't get the Resistance ego
- Make a mimic on a pile of objects look like a pile

Angband 3.3.2:
- Allow RES_STUN on randarts

Angband 3.4 (experimental):
- Rebalance stealth and monster detection
- Revisit stacks of consumables
- Fizzix's summoning changes
- CunningGabe's improvements to pits
- CunningGabe's mimic updates
- Add NO_STUN/NO_SLEEP flag on all undead monsters (for PWMAngband, make
player ghosts resistant to stunning)
- Change alertness values so that they are saner

PWMAngband:
- Turn on power-based pricing for wearable items
- Set depth and commonness of randarts according to power
- Remove purse multiplier
- Decrease minimum value of stocked items to 10 for Black Market and 1000 for
Expensive Black Market
- Don't generate a vault if part of that vault would be generated out of bounds
- Don't make stair creation fail when generating up staircases on "force-down"
levels, but generate down staircases instead
- Rework archer spells: add two new spells (Farsight and Explosive Shots),
tweak mana cost/fail rate/experience gain of other spells
- Third evolution of dragons is called "mature" again
- Give "law" dragons immunity to cold and "chaos" dragons immunity to fire
("balance" dragons get both)
- The Temple sells prayer books again
- Library renamed to "House of Arcanes"
- Silver Dragon Scale Mails and Dracolisk Scale Mails give immunity to their
element again
- Use depth/weight/AC/to-hit/to-dam from base item for most artifacts (until
artifact.txt is reworked for Angband 3.4)
- Allow +2 extra might/shots on missile launchers
- Doubled the rarity of PWMAngband artifacts compared to standard artifacts
- Unbias teleport: try very hard to avoid teleporting back to the same spot
when teleporting twice
- Removed ATTR_MULTI from Emperor Mimic
- Player ghosts don't get a free turn anymore when floating up/down
- Forbid all artifacts from being sent to other players via telekinesis
- Change the way artifacts are logged in player history: add one entry per
artifact with the same index and the same name; add a new entry each time an
artifact is "generated", marking "lost" any active entry; only mark an artifact
as "found" the first time it is picked up


User interface
==============

Angband 3.3.0:
- Added NPP's visible path-to-target
- Major input layer refactor: remove macros, create internal keyset, provide
facility for recognizing modifier keys, improve and document the keymap editor
- Added a "pile of items" tile for all tilesets
- Added content to the SDL port's About box
- Adam Bolt tileset element mappings fixed
- Subwindows set properly when loaded from a pref file
- SDL client: handle transparency properly for 8x8 tiles
- Fix slowdown caused by map redrawing
- Fonts now listed in logical order in the SDL interface
- More consistent capitalisation of definite article
- Fix display of quiver slot when inventory is empty
- Pval descriptions no longer displayed in object name
- Add updated tiles from buzzkill and juggle5
- Add skill, race, class info to birth UI
- Artifact description revisions
- Change recalled monster spell damage to max values instead of averages
- Use <angle brackets> for pvals so that two pvals are not confused with
(+hit,+dam)
- Display tile selections in decimal
- Renamed novice monsters to apprentices, gallants, acolytes etc.
- Allow overriding of keymaps
- Added support for new keycode KC_BEGIN (keypad 5)
- Added keypad support for running and tunneling to pref.prf
- Print a message when Deep Descent cannot be completed
- Remove weird colour-setting lines from the pref files
- Show distance in target-out-of-range message
- Prevent messages about damaged items referring to post-damage values
- Add wizard mode command to show new GF_ graphics (added in Dungeon Master
command menu in PWMAngband)
- Improve (e)quipment command output, especially while naked
- Add code to describe_combat() to handle num_blows increments lesser than 0.1
- Add monster recall for NONLIVING flag
- Make projected attacks from unseen foes give messages to non-blind players
- Remove ai_sound option (make it always on)
- Prevent the 'l'ook command showing monster inventories except for Dungeon
Masters
- SDL client: ensure tile width/height are left at 1 if graphics are not
selected
- Replace impair mana with stun resistance on the character details screen

Angband 3.3.1:
- Make "purple uniques" display correctly
- Nomad's updated tiles

Angband 3.4 (experimental):
- Blubaron's improved tile support
- Added ability to save PNG screen shot on windows platform
- Make monster timed effects give messages for unseen monsters

PWMAngband:
- Don't display "(nothing)" in the inventory subwindow when carrying nothing in
the inventory
- Swap the behavior for the "g" and "," commands: "," will now bypass
auto-squelch settings
- Remove "Appraise artifacts" from Dungeon Master command menu (obsolete)
- Remap the missing entries in graf-nmd.prf
- Rework the knowledge menu (port parts from Angband 3.x)
- Rework main-screen object/monster list to display object/monster symbols


Bugs fixed
==========

Angband 3.3.0:
- Fixed ID of "bad" pvals
- Fix origin crash for no-longer-valid monster entries
- Make ego_apply_minima work properly for 0 and allow a NO_MINIMUM value
- Patch by agoodman to support 64-bit windows
- Fix ammo breakage and make breakage message more timely
- Fix noticing of brands on wield
- Level dimensions are not loaded or saved
- Fix randarts init crash
- Fix flagless pvals on creation of food, potions and flasks
- Fix monster.txt typos/inconsistencies
- Redraw stats in main screen after draining and level up

Angband 3.3.1:
- Fix saving and loading so that savefile.{old|new} are ignored
- Fix loading of graphics pref files in non-graphics mode
- Ensure that devices ID'd by use on unseen monsters provide feedback
- Prevent excessive durations of monster timed effects
- Increase MAX_ITEMLIST to cope with new ignore/squelch approach
- Save progress towards level feelings

Angband 3.3.2:
- Add lines to use ctrl and alt with main keyboard number keys

PWMAngband:
- Fix bug in base randart power calculation
- Fix bug in randart generation which was always leading to crappy randart
light sources
- Fix bug in object power calculation for missile launchers
- Fix artifact.txt entries for The Great Hammer of Aulë and The Wicker Shield
'Durin'
- Fix failed assertion when applying rating bonus for newly generated Dragon
Scale Mails
- Altering a grid containing a trap while confused should trigger "disarming"
- Fix potential crashes (monster name access) when monster.txt has "empty"
entries
- Fix Dungeon Master item generation menu: wands, staves and chests
- Fix duplicated "You have slain..." messages and display these messages in the
correct color
- Fix missing spell header in spell browsing menu
- Fix endless loop in setup_contact_socket() if socket address is already in
use
- Fix potential endless loop in sched() if for any reason the timer handler is
set to NULL while the game is still running
- Fix nasty memory overwrite error by moving num_clones into cave structure, so
it gets defined for negative depths
- Fix potential client crash when selecting an item on the floor
- Fix bug in slay cache... preventing slay combinations to be cached
- Fix neuter gender ("it" instead of "she", ...)
- Fix minimap bug (incorrect priorities)
- Fix bug that treated lost random artifacts as if preserve mode was off in all
cases
- Fix crash when a pval-based ego item was generated with zero pval (Witan
Boots of Stealth for example)
- Fix crash when trying to generate a Dungeon Master of the Shapechanger class
- Fix polymorphing into a form with one page of mimic spells from a form with
two pages of mimic spells leaving bogus entries on the second page when
browsing/casting mimic spells
- Fix bug that allowed friendly monsters to kill uniques in melee
- Fix truncated spell descriptions
- Fix artifacts appearing on the artifact knowledge screen when generated
instead of found
- Fix incoherent server socket buffer sizes
- Fix "Net output write error" messages by increasing SERVER_SEND_SIZE to 128Kb
- Fix incorrect string format in get_connp()
- Win client: fix incorrect display when using 32x32 tiles in a large window by
limiting term_data.cols and term_data.rows to 255 since they're stored in a
byte
- Dragon players should start at full health
- Fix crash when trying to inspect missiles branded with flames/frost
- Fix random crash when displaying inventory
- Fix "bell" messages being incorrectly repeated after receiving a repeated
message from the server


Coding changes
==============

Angband 3.3.0:
- Removed cptr
- Object flags now held by the object
- Windows port now uses libpng
- Unified message code
- Consolidated monster entries (and added new FRIEND flag)
- Refactored monster spells and GF_ types into tables
- Make monster haste/slow temporary status effects (MON_TMD_*)
- Boost monster saves against timed effects, and reduce duration and effect of
slow monster
- Create drops at monster creation, and add more ORIGIN_* values (for
PWMAngband, drops are created continuously while the player is wandering
through the dungeon; drops will be systematically created when object feeling
is triggered or when a monster dies)
- Implemented m_ptr->known_pflags; removed SM_* and DRS_*
- Major object edit file and description refactoring
- Introduction of object/slays.[ch] to encapsulate slay_table[]
- Refactoring of object flags and introduction of obj-flag.[ch]
- Improved handling of player state (timed effects, resists etc.)
- Check for resistance to timed effects inside inc_timed
- Support for monster and object templates (monster_base and object_base)
- Refactoring of shooting/throwing code in attack.c
- Clean-up of code commented as "hack" or "mega-hack" etc.
- Refactoring of pickup and autopickup code
- Refactor obj-make.c
- Move from o_ptr->name/name2 to o_ptr->artifact and o_ptr->ego
- Improved handling of null objects
- Remove some variably-sized arrays
- Refactor info structures
- Add support for specific monster drops (for PWMAngband, get rid of RF_NAZGUL
and make Rings of Power specific monster drops)
- Add more accessor functions to reduce dependence on #defines
- Numerous memory leaks fixed
- Nullfame's improvements to monster power evaluation
- New grid_light_level enum based on FEAT_LIGHTING_*
- New menu API that allows dynamic building of menus easily
- Tidy up defines.h and remove EGO_ indices
- Remove many of the hardcoded spell limits
- Refactor bolt/ball spell graphics
- Make recharge() function more readable
- Added circular queue implementation
- Move monster pits/nests to an edit file
- Remove old monster power hack from .raw file days
- Fix compiler signed/unsigned comparison warnings
- Remove hexchars[]
- Add documentation to option.h
- Rewrite history generation using history charts explicitely
- Remove an unnecessary quit() for when we can't find a flavour specified in a
pref file
- Get rid of the horrible PICT() macro
- Ensure that branded jewelry displays active_verb on wield
- Remove pointless pref files, combine others
- Refactor birth items
- Add buildid.c, containing access functions for version strings, so that all
parts of the game always use the same version data, and move all VERSION_*
constants to buildid.h
- Move constants where they belong
- Remove references to o_ptr->k_idx, use o_ptr->kind instead
- Make options case-sensitive in main() routine
- Refactor monster list (for PWMAngband, remove the "fast" array and process
monsters on each "allocated" dungeon level instead of globally)
- Move pval stuff into pval.c
- Adjust origin combining to cope with multiple drop types
- Refactor ego generation and id to use OFTs for extra ego powers
- Message, effect, status, and sound support for the new TMD_BOLD flag
- Use the priority field of the terrain feature rather than a hardcoded array
- Split init.c, moving the monster initialisation to monster/init.c
- Get rid of temp_[xyn], replacing them with a dynamically allocated structure
- Move more logic from cmd0.c into game-cmd.c
- Nuke ANGBAND_DIR_XTRA_HELP
- Refactor store code
- Remove now-unused BMP tiles
- Rationalise screen saving around menus
- Tidy up event handlers before exit
- Make menus either 'popup' or not, to allow choice of whether screen is saved
- First part of moving ego types to the alloc_prob system
- Small change to allow female player character images
- Refactor monster code

Angband 3.3.1:
- Replace S_IREAD and S_IWRITE by more standard defines

Angband 3.4 (experimental):
- CunningGabe's cleanup of monster code
- Change pit/nest logic regarding items

PWMAngband:
- Increase PLAY_TIMEOUT to 30 seconds
- Replace all server-side occurences of the "assert" macro by new "my_assert"
macro to ensure that, when an assertion fails, the panic save handler is called
before aborting the program
- Remove MAX_FLVR_IDX, MAX_O_IDX and MAX_M_IDX
- Always scan through the slots backwards when calling inven_item_optimize() in
a loop
- Dungeon Master menu: prevent changing "ghost" status if the character is a
Dragon
- Update PWMAngband monsters in monster.txt to attach them more closely to
monster templates
- Only display "You are too afraid to attack..." messages once per player turn
to avoid spamming
- Automatically compute art rarities for PWMAngband's artifacts
- New monster flags: HUMANOID (for corpses), HAS_LEGS (for special slowing
attacks)
- Refactor polymorphing (dragon races): remove RACE_XXX constants and add
functions to get dragon races from name templates
- Add PNG support for SDL (port from Angband 3.x)
- Ensure that confusion is always applied server-side, not client-side
- Refactor function calls: replace most "Ind" parameters by "struct player *p"
- Remove SHOW_MODS: show to-hit/to-dam systematically for weapons and any item
with non-null values
- Refactor PvP code in project_p()


Documentation changes
=====================

Angband 3.3.0:
- Update copyright info

PWMAngband:
- New setup.bat file to help generate and deploy PWMAngband more easily
- Updated help files to reflect all changes

Digll
Mangy-Looking Leper
Posts: 3
Joined: Tue 29.11.2011, 06:09

Re: PWMAngband 1.1.8 is out!

Post by Digll » Tue 29.11.2011, 06:12

Just want to confirm if anyone else has seen this bug.

We're having an issue where priests can't learn spells. Try and make a human priest, and learn any spells. The select a book pops up, but when you select the book nothing happens.

This is on a fresh install of 1.1.8 with latest client and server libs etc.

Digll
Mangy-Looking Leper
Posts: 3
Joined: Tue 29.11.2011, 06:09

Re: PWMAngband 1.1.8 is out!

Post by Digll » Tue 29.11.2011, 06:31

This looks to be the problem, but not familiar enough with the code to recompile.

in game-cmd.c :
-----
case CMD_STUDY_BOOK:
{
number = textui_obj_study(item);
if (number == -1) return;
break;
}
-----
appears to exit

inside process_command

also,

in ui-spell.c, textui_obj_study looks like this:
int textui_obj_study(int book)
{
/* Learn random spell */
int spell = -1;

/* Learn a selected spell */
if (player_has(p_ptr, PF_CHOOSE_SPELLS))
{
/* Ask for a spell, allow cancel */
spell = get_spell(book, "study", spell_okay_to_study);
}

return spell;
}

which seems to only set spell away from -1 if the player has the PF_CHOOSE_SPELLS flag

hopefully that helps?

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

Re: PWMAngband 1.1.8 is out!

Post by PowerWyrm » Tue 29.11.2011, 12:44

Thanks for the report!
Obviously, I don't play priests a lot, so I didn't see the problem before the release. I'll fix that ASAP...

Digll
Mangy-Looking Leper
Posts: 3
Joined: Tue 29.11.2011, 06:09

Re: PWMAngband 1.1.8 is out!

Post by Digll » Wed 30.11.2011, 00:33

Awesome, looking forward to it!

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

Re: PWMAngband 1.1.8 is out!

Post by PowerWyrm » Thu 01.12.2011, 19:33

New PWMAngband 1.1.8 build 2 released!

A quick release with the latest bugfixes for 1.1.8 and a couple minor changes. Savefiles are compatible with build 1.

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

Gameplay changes
================

Angband 3.4 (experimental):

- Added nomad's pit changes

PWMAngband:

- Increase the chance of fruit bats being restored to normal when drinking from
fountains
- Make monsters popping out of fountains only appear at their base depth, add
giant frogs for low dungeon depths

User interface
==============

PWMAngband:

- Save auto-squelch level and movement delay factor in character preference
files

Bugs fixed
==========

PWMAngband:

- Fix option/keymap saving: properly delete footer when saving a set of
preferences to file and avoid saving duplicate keymaps in the file
- Priests and paladins can learn prayers again!

Coding changes
==============

Angband 3.4 (experimental):

- Modify the help file parser to handle RST format
- SDL client: skip loading a tileset if it is already loaded
- SDL client: modify a SDL tileset after load to remove premultiplied alpha

Documentation changes
=====================

Angband 3.4 (experimental):

- Move help files to RST format
- New HTML manual generated from the help files (/lib/help/manual.html)

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

Re: PWMAngband 1.1.8 is out!

Post by PowerWyrm » Thu 01.12.2011, 19:37

Oh and if the previous post wasn't explicit enough, there is now a full HTML manual available in /lib/help for PWMAngband!

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

Re: PWMAngband 1.1.8 is out!

Post by PowerWyrm » Fri 09.12.2011, 18:56

New PWMAngband 1.1.8 build 3 released!

A quick release with the latest bugfixes for 1.1.8 and a couple minor changes. Savefiles are compatible with build 2.
And there is now a full PDF manual available in /lib/help for PWMAngband!

Files updated: client, server, lib, source code, sound fx patch.
Files are available for download at the usual location: http://powerwyrm.monsite-orange.fr.
Don't forget to update both clients and servers (with the lib files)...
And don't forget to update your /lib/sound subdirectory with the latest sound fx patch if you want to play with sounds!

Gameplay changes
================

Angband 3.4 (experimental):

- Increase max penalty on =Mouse, remove dam & AC mods on =Dog
- Angels replaced by Ainu
- fizzix's animal toughening tweaks: move dragon flies earlier; toughen ants,
beetles and ticks

PWMAngband:

- Change priest's Cure Wounds spell healing effect from (2 + clvl / 5)d10
to (3 + clvl / 10) * 10
- Tweak AC of many monsters; rebalance some dragons
- New BR_WATE flag for monsters; replace BA_WATE by BR_WATE for Water hounds;
replace BR_NETH by BR_WATE for Ossë, Herald of Ulmo; add BR_WATE to Power
dragons

User interface
==============

Angband 3.4 (experimental):

- Better trap border display, including overlay

Bugs fixed
==========

PWMAngband:

- Fix bug in object power leading to some items being priced at 0 or 999999999
gold
- Fix cure_xxx_wounds spell descriptions
- Fix description for battle axes
- Fix bug preventing the server savefile from loading when the monster index on
objects carried by monsters was out of bounds

Coding changes
==============

Angband 3.4 (experimental):

- Remove most of limits.txt
- Remove the need for textual svals to include pluralisation markers
- Rename player/util.c to player/p-util.c
- Replace some asserts with more helpful failure messages

Documentation changes
=====================

Angband 3.4 (experimental):

- New PDF manual generated from the help files (/lib/help/manual.pdf)

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

Re: PWMAngband 1.1.8 is out!

Post by PowerWyrm » Sat 17.12.2011, 11:00

New PWMAngband 1.1.8 build 4 released!

Minor bugfixes and more changes from the forthcoming Angband 3.4 release. This time, a big rebalancing overhaul is on its way (check the list of changes below). Savefiles are compatible with build 3.

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

Gameplay changes
================

Angband 3.4 (experimental):

- Prevent instadeaths from IDing summon scrolls/staves by use
- Objects on the floor no longer prevent trap creation
- DRAIN_EXP now drains xp in proportion to total xp
- All items pseudo on pickup from after cl20
- Various difficulty tweaks: reduce MAX_STACK_SIZE to 40; make DSM slightly
rarer/deeper; make stuff more expensive to buy; reduce drops from
apprentices/cutpurses; prevent Deep Descent and Teleport Level being sold in
stacks
- takkaria's lighting changes: nuke the ability to refill torches; make torches
disappear when they go out; make torches only provide radius-1 light again;
reduce the Phial's brightness to radius-2
- fizzix's birth changes: fewer birth points, fairer class bonuses

PWMAngband:

- New Dragon race: Water dragon
- Rework player flags for polymorphed players: give HOLD_LIFE to forms with
RES_NETH or BR_NETH; give RES_STUN instead of RES_SOUND to forms with
IM_WATER, RES_PLAS, NO_STUN, BR_PLAS or BR_WALL; give RES_BLIND to forms with
BR_LIGHT or BR_DARK; give RES_STUN to forms with BR_SOUN or BR_GRAV; give
RES_CONFU to forms with BR_CHAO; give RES_CONFU and RES_STUN to forms with
BR_WATE
- New item: Water Dragon Scale Mail

User interface
==============

Angband 3.4 (experimental):

- Darken the "Study" message when current books have no new spells
- Double high tile support for SDL
- Add unified use command ('U')

PWMAngband:

- Remove bribes of mouse support: remove "mouse" and "button" events, only
keeping mouse support for moving and resizing windows
- Add a label for first floor item when displayed on the equipment list

Bugs fixed
==========

PWMAngband:

- Don't show the light source of a player to another player who is out of LOS
- Don't allow mimics to mimic an artifact
- Give missing NO_CONF, NO_SLEEP and IM_WATER to all Power dragons
- Add missing weight to Shadow drakes/wyrms
- SDL client: fix garbled display when switching from a tile set to another
- Don't show the first floor item at the bottom of the equipment list when
selecting an item from equipment if items from the floor cannot be selected

Coding changes
==============

Angband 3.4 (experimental):

- Switch over to UTF-8: in PWMAngband, don't touch core code, but switch to
ISO Latin-1 instead (replace xchars hacks in edit files with proper ISO
Latin-1 characters and remove x-char.c)
- Switch SDL port to UTF-8: in PWMAngband, switch to SDL_Color throughout for
colours and remove ugly manual font rendering, using TTF_RenderText_Solid()
instead

PWMAngband:

- Remove now obsolete monster->speed (mspeed is always used)

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

Re: PWMAngband 1.1.8 is out!

Post by PowerWyrm » Sat 24.12.2011, 17:06

HO HO HO!!!
PWSanta proudly presents... PWMAngband 1.1.8 build 5!

More changes from the forthcoming Angband 3.4 release, plus fix for an annoying bug (pointless messages spamming for non-spellcasters). Savefiles are compatible with build 4.

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

Gameplay changes
================

Angband 3.4 (experimental):

- Trap detection now detects traps on chests
- OF_LIGHT is now a pval flag
- artes's changes to monsters with poison resistance
- Make failed special artifacts good instead of great
- Remove DROP_GOOD from all non-uniques
- Make Deep Descent a timed effect (like recall) and drop 250'
- takkaria's fuzzy detection changes: stop selling Scrolls of Treasure
Detection in shops; remove Rods of Treasure Location; use fuzzy detection
for Scrolls of Treasure Detection and Rods/spells of Detection; make fuzzy
detected objects appear on the object list

PWMAngband:

- Due to the new price system for light sources, lanterns are again sold in the
General Store at their normal price
- Only allow stealing from visible players

User interface
==============

Angband 3.4 (experimental):

- Describe each HATES_XXX flag only if IGNORE_XXX flag is not present
- More of Blubaron's improved tile support and client fixes
- Display what monsters are known not to resist

PWMAngband:

- Always capitalize account and character names
- Hide player name for invisible players when sending a message to nearby
players, except for party messages and socials

Bugs fixed
==========

Angband 3.4 (experimental):

- Use the displayed damage dice for damage calculation
- Make to-hit values IDd by shooting

PWMAngband:

- Remove garbled characters after the prompt when asking for an item to
inscribe
- Refresh "Study" indicator when gaining/losing spellbooks with spells that can
be studied
- Give rods their base recharge time back
- Fix description of *destruction* spells
- Remove pointless "You cannot pray or produce magics" messages when
dropping/picking up items
- Make invisible players really invisible
- Fix minimap subwindow not properly updated when resizing/changing font

Coding changes
==============

Angband 3.4 (experimental):

- Split describe_combat()
- Replaced many indices with pointers in function calls
- Remove all uses of %^s and use my_strcap() instead
- Tidy up process_monster and correct door fiddling/bashing messages for
visible monsters

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

Re: PWMAngband 1.1.8 is out!

Post by PowerWyrm » Fri 06.01.2012, 22:02

New PWMAngband 1.1.8 build 6 released!

Minor bugfixes and all changes from the forthcoming Angband 3.4 release up to today finally implemented. Now I'm in par with V! Oh... and you can now play as a fruit bat (no ghost, +10 speed, but only 60% of max hps)! Savefiles are compatible with build 5.

Files updated: client, server, lib, source code, sound fx patch.
Files are available for download at the usual location: http://powerwyrm.monsite-orange.fr.
Don't forget to update both clients and servers (with the lib files)...
And don't forget to update your /lib/sound subdirectory with the latest sound fx patch if you want to play with sounds!


Gameplay changes
================

Angband 3.4 (experimental):

- Tweak some prices

PWMAngband:

- Prevent polymorphing monsters by chaos breaths in town or on special levels
- Rebalance fountain effects a bit
- Rebalance monks extra to-ac a bit
- Increase monks extra to-hit/to-dam a bit
- Monks get double to-hit/to-dam bonuses from gloves
- New birth option: fruit bat mode (play the game as a "fruit bat" -- no ghost
mode with +10 speed, but only 60% of normal hps)

User interface
==============

Angband 3.4 (experimental):

- Inventory command: implement a context menu with options appropriate for
every item (in PWMAngband, don't show the context menu while shopping)
- Change equipment command to be similar to inventory command
- Allow spacebar to close get_item() menus
- Add core windows options to windows menu bar

PWMAngband:

- Added a sound effect for "breathe water"
- Removed the "Error scanning line..." messages when loading the 32x32 tileset
- Added an explicit message when a client fails to connect to a server

Bugs fixed
==========

Angband 3.4 (experimental):

- Keep burden line showing (do not overwrite line if no prompt given)
- Initialize random name probability table before building it
- Prevent get_item() menus from starting on a page where nothing is available

PWMAngband:

- Polymorphing into a water dragon was not possible
- Players polymorphed into a water-type monster could drown in water
- Fix irregular display of item choices when selecting an item in gfx mode when
tile width is larger than 1
- Fix blank screen when selling an item in gfx mode
- Don't draw the big cursor in the left panel or in the status bar while
waiting for a keypress
- Fix out-of-depth water creatures popping out of fountains
- SDL client: fix garbled displayed text when using tiles in a window bigger
than 80x24

Coding changes
==============

Angband 3.4 (experimental):

- Allow Windows to load PNG file with premultiplied alpha
- Move windows menu ids to a new header file so they can be used in the
resource file

PWMAngband:

- Removed the server constraints on graphics mode and sound
- Rewrote master_player() in a simpler way
- Remove command_hide variable and use inkey_next instead (this should ensure
that players are not "stuck" inside a macro by illegal choices)

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

Re: PWMAngband 1.1.8 is out!

Post by PowerWyrm » Sat 14.01.2012, 18:00

New PWMAngband 1.1.8 build 7 released!

Quick fix version to make fruit bat mode playable. Savefiles are compatible with build 6.
This version also comes with the new GCU client, a plain Win console client that can be launched via the Necklace of the Eye frontend to display a 3D view of the dungeon. To try this frontend, go to the NotEye website and download Necklace of the Eye, copy the PWMAngband directory inside NotEye, edit NotEye.noe (add PWMAngband) and create a minimal PWMAngband.noe file to display the default tileset. Check here for a screenshot: http://angband.oook.cz/forum/showpost.p ... stcount=10

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


Gameplay changes
================

- Make Shapechangers using a form that mimics an object or a feature less easy
to spot

User interface
==============

- Allow entering a partial monster race name in addition to a monster race
index when trying to use the polymorphing ability of Shapechangers
- Port a minimal version of the Windows Console UI (main-gcu) using PDCURSES
(this can be used in Necklace of the Eye to get a 3D view of the dungeon)

Bugs fixed
==========

- Allow players in fruit bat mode to open, close and bash doors
- Update trap detection status when moving to a new dungeon level
- Remove irrelevant activation message text for randarts
- Dungeon Master menu: fix generation of ego items by name when an ego of a
different kind with the same name exists
- Fix wrong sector description when displaying owned houses

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

Re: PWMAngband 1.1.8 is out!

Post by PowerWyrm » Fri 20.01.2012, 13:02

New PWMAngband 1.1.8 build 8 released!

Quick fix version to fix a bug with houses. Savefiles are compatible with build 7.

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


Gameplay changes
================

- Added a small bonus to digging for Monks (base skill + skill modifier)
- Increased the power of the MANA flag

Bugs fixed
==========

- Fix crash when trying to sell a house

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

Re: PWMAngband 1.1.8 is out!

Post by PowerWyrm » Mon 06.02.2012, 22:56

New PWMAngband 1.1.8 build 9 released!

This is the release with the new pseudo-3D tileset, along with some minor changes and fixes. Savefiles are compatible with build 8.

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

NOTE: the pseudo-3D tileset is available as a separate download, since the whole PWMAngband_118_lib.7z was too big to be stored on my webpage; don't forget to put the file in /lib/xtra/graf to play with the pseudo-3D tileset; for best results, use a font that can display 48x64 tiles without stretching (8x8, 8x16 or 16x16 for example) and activate the "nice graphics" option in the main menu


Gameplay changes
================

- Make monsters really unlikely to summon in MvM mode (to avoid monster
flooding)
- Give aware special artifacts distinct names: "The Amulet of Ingwë" changed to
"The Pendant of Ingwë"; "The Ring of Barahir" changed to "The Serpent Ring of
Barahir"; moved "of Power" to the base kind for special artifact Rings of
Power

User interface
==============

- Remap some unused tiles in flvr-dvg.prf and graf-dvg.prf to remove some
duplicates
- SDL client: add a "nice graphics" mode (via Options/Nice graphics menu item)
similar to the Win32 client to display tilesets with better proportions
- SDL client: new 48x64 pseudo-3D tileset, based on David Gervais tiles

Bugs fixed
==========

- Randart ammo could have a pointless boost to speed or AC via supercharged
abilities
- Unidentified aware items with a variable first pval and a fixed second pval
were described as <, +x>
- Unidentified aware artifact rings/amulets were giving away their bonuses
- Fix monster fail rates for ball spells (some of them were wrongly considered
as "innate spells")
- Fix cursor not being displayed on the right part of the screen with a number
of rows greater than 127

Coding changes
==============

- Skip monster placement if place_monster() fails when reading the monster list
from the server savefile instead of returning a corruption error (cave
pointer can be NULL for wilderness levels)
- Remove the check on tile width/height when displaying the cursor so that the
"big" cursor routine can be called and do extra things (like translating in
pseudo-3D mode)
- Add INSTA_ART flag to the template for randart Rings of Power to simplify
some object description code and remove obsolete INSTA_ART flag on artifacts

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

Re: PWMAngband 1.1.8 is out!

Post by PowerWyrm » Thu 16.02.2012, 18:57

New PWMAngband 1.1.8 build 10 released!

This release has an improved pseudo-3D tileset, along with some minor changes and fixes. This especially fixes the Morgoth crash, preventing characters to actually win the game. Savefiles are compatible with build 9.

Files updated: client, server, lib, source code, pseudo-3D tileset.
Files are available for download at the usual location: http://powerwyrm.monsite-orange.fr.
Don't forget to update both clients and servers (with the lib files)...

User interface
==============

PWMAngband:

- Better vertical display when using the pseudo-3D tileset (more lines are
displayed)
- Added tiles for injured players to replace the small 1x1 numbers displayed
over an ugly black background

Bugs fixed
==========

Angband 3.4 (experimental):

- Fix off-by-one error with queue size

PWMAngband:

- Fix the indentation of spell descriptions
- Fix spell descriptions when browsing spells using graphics in "distorted"
(bigtile or pseudo-3D) mode
- Fix server crash when trying to place a monster mimicking a feature on top of
an object
- Fix killing Morgoth crashing the server due to memory being freed twice
- Fix Dungeon Master item generation of ego items having a base item with a
fixed to-hit, to-dam or to-ac value
- Fix player presets for Nomad and Pseudo-3D tilesets

Coding changes
==============

PWMAngband:

- Remove some compilation warnings when using C++Builder BPR project files to
compile the binaries
- Replace calls to abort() by calls to my_assert() to ensure the server and
player states get saved before abnormally terminating the server process

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