PWMAngband 1.1.10 is out!

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

PWMAngband 1.1.10 is out!

Post by PowerWyrm » Tue 22.04.2014, 18:50

Now I'm back to business, and after a year and a half...

New PWMAngband 1.1.10 (aka build 1) released!

The 1.1.10 version is a milestone version... It ports almost all features from Angband 3.5, including new monster groups, rebalanced object generation, rebalanced stats (charisma is gone), new birth options (no selling is the default now), new shop system (new General Store), as well as adding a whole bunch of tweaks and bugfixes. See below for the full list of changes.

Files updated: client, server, 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 1.1.10 if you're still running old servers.


List of changes below (HUGE):

Gameplay changes
----------------

Angband 3.5:

- Monster groups completely overhauled: now different monsters tend to appear
with different companions, and some uniques appear together too; this results
in e.g. groups of novice adventurers of different kinds appearing together
- Rebalance object generation: flatten out chances of getting good and great
items (means more good and great items early on, proportionally fewer later)
- Rewrite ego allocation and rarities so that egos are more level-appropriate
- Turn off selling to stores by default: tweak the store interface so that it
no longer talks about selling for 0 gold, instead you give items to the store
in return for identification or recharging
- Monsters spawn a lot less frequently after level is created (chance per turn
has gone from 1/160 to 1/500)
- Reduce the size of monster escorts and groups
- Make uniques more likely to drop out-of-depth items, and reduce the number
of chances DROP_GREAT drops get at being great to compensate
- Elvenkind now has level-dependent speed bonuses
- Give thematic spell-book drops to monsters
- Make town spellbooks available earlier in the dungeon (at dlev1 instead of
dlev5)
- Change monster elemental attacks so that they do some part of their damage
using elemental damage and some of it using physical damage: this means that
the damage a monster attack gets calculated twice, once for if it was pure
damage, one if it was elemental damage, whichever of the two is higher is the
amount of damage dealt; this meant that immunity won't reduce damage
ridiculously low
- Give the player a bonus to damage absorption for physical elemental attacks
- Some monster attacks no longer do physical damage (e.g. touch, spit, etc.),
they only do elemental damage
- Remove ai_smart (broken), replace with birth_force_descend, which is like
'ironman lite': you can only take down stairs (you can still recall but down
stairs from the town take you to your deepest level + 1)
- Make the damage monsters deal with each attack and their AC visible to the
player after one attack/one hit
- Remove Charisma and tone down gold drops to compensate
- Remove Iron Spikes, jammed doors, and player door bashing
- Replace rings of rFire & rCold with one ring, rFire&Cold
- Move =Flames/Ice/Lightning/Acid higher in the dungeon
- Radically improve Slow Digestion (you nearly never need to eat with it)
- Tweak mushrooms: Fast Recovery heals some HP, Clear Mind heals 10SP;
substantially increase duration of telepathy from Second Sight and rConf from
Clear Mind; Terror now gives you +10 speed; 2x change of finding Vigor, will
be found later; mushrooms appear generally later in the dungeon and are
spread out more
- Stop scrolls of Curse Armour/Weapon being generated, since they are
gamebreaking when there are no sources of Remove Curse
- All classes now start with a dagger (except priests) and less food/fewer
torches
- Split out start_kit option from no_selling
- More option removals: ai_smell, ai_packs and easy_open are now permanently
on; ai_cheat is permanently off; most disturb options have been removed,
leaving only the one that people seem to actually change
- Add solid and hybrid wall options, a la Sil (this removes platform-specific
solid wall setups)
- Tone down the drop frequencies of spellbooks
- The Phial is radius 3 again
- Instead of the general store having only 'always stocked' items, most shops
now have some 'always stocked' items; these items are in an infinite stack,
so you can buy as many as you like and there will always be another 40 in
the store
- There are more food types for sale at the General Store, and it sometimes
stocks some mushrooms now as well
- The Temple sells healing potions again now, and the alchemist will sometimes
stock other potions it couldn't previously
- Polymorph monster is more likely to work and has a wider range of possible
monsters to switch between
- Boots of Speed and Boots of Elvenkind are now at least +2 and +4,
respectively
- Make the priest/paladin spell recharging rise with level as the description
says (it'll be as good at the scroll at clev30)
- Remove Gorged status if you eat too much food
- Teleport object power now triggers 2x as often
- No rings are now native <DL10
- All DSM breath weapons do at least 150 damage
- Move hellhounds to level 42
- Prevent regeneration during the first few turns of resting
- Special flavoured artifacts have fixed item flavours now
- Add Nomad's new rooms, which make dungeons feel a lot more interesting
- Add pac-man vault
- Rebalance frequencies and levels for different room types
- Increase floor drops in caverns and labyrinths
- Allow two nests or pits each level
- Reduce pit size and make nest size variable
- Nerf GCV
- Turn on hp_changes_color by default

PWMAngband:

- New level 10 monster: Dark elven necromancer
- Tweak some monster flags for PWMANG_BASE and PWMANG_EXTRA monsters
- Add 6-headed, 8-headed, 10-headed, 12-headed, 13-headed and 14-headed hydras
- Add monster race affinity for Shapechangers: less kills are required to learn
a form when many monsters with the same symbol have already been killed
- Add a force-down mode to the LIMIT_STAIRS server option similar to the
birth_force_descend option
- In force-down mode, cancel Word of Recall when changing level if active
- In force-down mode, prevent players from leaving "quest" levels while the
quest is active (this means ghosts too so beware)
- Move mage books back to the Magic User shop (for consistency)
- Align the power of the Recharging spell for Sorcerors and Rogues to the value
used for Priests/Paladins and increase the power for Necromancers to half
that value
- Since charisma is gone, adjust the number of slaves a character may control
and the chance of getting a friendly summon depending on wisdom
- Rework the standard roller to take into account that charisma is gone
- Change starting equipment for Monks and ironman Rogues/Rangers/Archers
- Add four extra quality-squelching categories (Melee Weapons, Missile Weapons
and Ammo, Rocks and Boomerangs, Junk)
- Players don't get knowledge of inventory and home items as well as missed
artifacts from the character history in regular death character dumps anymore
- Players now gain knowledge of inventory and home items as well as missed
artifacts from the character history upon victory or permanent death
- Slightly increase the chance of getting a good Ring of Polymorphing deeper in
the dungeon
- Add a +1 bonus to stealth when a player is idle
- Remove MULTIPLY flag from living walls
- Cure Light Wounds heals 20 points worth of confusion, as per Angband 3.x
- Change back spells from Purifications and Healing to what they were in
Angband (Cure Serious Wounds + Cure Mortal Wounds + Healing)
- Lower level and mana cost of Cure Serious Wounds and Cure Mortal Wounds in
Purifications and Healing
- Make all high level curing spells cure all status ailments for consistency
- Adjust breath damage (divisor + cap) for polymorphed players to match monster
breath damage and boost it a bit
- New high level psionic power: Brain Smash (Telepaths didn't have any high
level non-resistable power to deal with aether-based monsters/power dragons)
- Fix Adrenaline Channeling: limit duration to 100 turns (20 turns at 5th
stage); lower damage when overused; adjust effects duration to the duration
of the spell; give a message for each stage
- Fix Elemental Harmony: make shield, resistance and haste effects available
(they were not due to a copy/paste error in the code); limit duration to 100
turns (20 turns at 5th stage); adjust effects duration to the duration of the
spell; give a message for each stage
- Simplify martial arts: use base damage dice based on character level, add
chance of special effects if not stunned/confused/encumbered
- Decrease the maximum number of extra blows per round monks get from 7 to 5
(to compensate the large increase in base damage dice)
- Refactor barehanded attacks for monks and dragons to use the same system
- Point-based roller: allow choosing one base stat of 18 with a cost of 12
points
- Point-based roller: initial choice restrained between 10 and 18 (no more
"negative" costs on secondary stats to boost primary stats)
- Point-based roller: add a server check to prevent hacking stats that could
bypass the maximum birth points allowed
- Remove most of the starting equipment from no_recall characters (they get
double gold instead)
- Reduce game speed below 4250ft so that +20 speed at 4950ft and deeper feels
the same as 0 speed in town
- Greatly reduce game speed on quest levels (depths 100/126/127) so that +30
speed feels the same as 0 speed in town
- Add option (turned on by default) to disturb the player when a monster bashes
down a door
- Let the General Store sell House Foundation Stones and scrolls of House
Creation
- Deallocate custom houses when deallocating unused wilderness levels
- Only allow rectangular houses with automatic (random) door placement when
creating a house
- Placing a foundation near an existing owned house extends that house
automatically
- Set (or adjust) price according to house dimensions
- Make the player pay as "local tax" the difference between the new price and
the amount already paid when creating/extending a house
- Remove DRAIN_EXP from The Lost Silmaril of Maglor
- Remove DRAIN_EXP from randart Rings of Power (Nazgul drops), and slightly
decrease their power to compensate

User interface
--------------

Angband 3.5:

- Make the default macro for 'swap weapon' be assigned to 'x' instead of 'X'
(original keyset only)
- Roguelike keyset: remove the 'X' swap equipment default keymap
- Make inventory listings terser in the term window if there's not much room
- Make it so skills, hitdie and exp modifier when selecting a class on the
birth screen are shown with racial adjustments
- Redesign character sheet, changing the fighting and shooting skills scores
into numbers comparable to to-hit scores, and rearranging all combat info to
be together in the centre of the screen; also improve spacing; fix
height/weight display to be in sensible units
- Rename =Delving to =Digging for thematic consistency
- Add option to show damage player does to monster in melee
- Add a prompt if you try to deactivate WoR, just in case
- Remove player social class
- Include Dubtrain's sound set instead of the one Angband previously had
(encoded as high-quality VBR MP3)
- Add platform-native save dialogue boxes for character dumps and other things
which prompt for a file
- Add keyboard shortcut to the Windows port for "Exit game"
- Allow specification of number of terminals in the curses port
- Combine first two pages of options together, rearrange vaguely thematically
(PWMAngband: put all MAngband options on a separate page)
- Add a new splashscreen
- Allow object recall during look
- Add separate squelch category for Blades of Chaos, Scythes of Slicing, Maces
of Disruption
- Call the plasma effect plasma everywhere, not sometimes hellfire and
sometimes plasma
- Add command to toggle spell description
- Rewrite monster list and object list code, making both less buggy and swisher
- Fix lighting settings in graphics modes
- Change vein colors for better visibility
- Use flavored object kind for untouched artifacts
- Update browse prompt with ? toggle
- Update context menus to use correct keys and to check inscriptions, as well
as making them gray out properly
- Display a message when both equipment and inventory are empty and the player
presses 'e'
- Add a note when you hit 'i' with no inventory, instead of doing nothing
- Don't write blank quiver entries to file
- Add coordinates for monsters in monster list

PWMAngband:

- Rearrange options screen and reduce it to 3 pages (ported from Angband 3.x)
- UT32 tileset updated with new tiles for Thuringwethil and Master mystics
- In-game character dumps (ported from Angband 3.x): press 'C' to bring up the
character sheet, then 'f' to generate a character dump in the /lib/user
subfolder
- Allow the "Use polymorphing ability" command to display a list of monster
kills/form availability when passing a (partial) race name or race symbol
- Make the wilderness circular instead of "flat"
- Implement the "Show previous message" (Ctrl-o) command from Angband 3.x
- Roguelike keyset: remap "Use dragon breath attack" to 'f' and "Describe
object" to 'BACKSPACE'
- Allow smaller subwindows (up to a minimum size of 40x12)
- Display a "meaner" color when lacking protection from stunning against ice
and gravity attacks (lore screen)
- Update object context menu (ported from Angband 3.x)
- Allow new incarnation for any character "Charname" as "Charname II"
- List only identifiable objects (objects that are not fully known to the
player) when identifying something (ported from Angband 3.x)
- Add slot info when describing an item in the inventory (ported from Angband
3.x)
- Remove now obsolete "magical aura" messages when using item hooks (their
effect should be obvious now)
- Server selection: manual selection command set to Ctrl-m
- Character generation: default "quit" command set to Ctrl-x
- Allow modifying birth options by pressing "=" during character generation
(ported from Angband 3.x)
- Completely prevent changing birth options after birth (as Angband 3.x)
- Shimmer objects when displaying the object list in subwindows
- Display the player as a number if hp/mana is 70% or less (instead of 60%)
- Make the splash screen fully icky (NotEYE support)

Bugs fixed
----------

Angband 3.5:

- Inscriptions now take use the roguelike keyset if that's what you're using
- Fix autopickup not always working (and remap it to Ctrl-a for PWMAngband)
- Reformatted Greater Maia description
- Clean up msg_repository[]
- Fix up article handling in messages reported in forum posts
- Make sure that both Enter and 't' can toggle options in all option submenus
- Allow pStun to be generated on non-body armour randarts
- Fix up the logic of teleport level so it's always correct
- Show quiver slots in inventory again
- A load of grammar fixes
- Clean up duplicate and conflicting monster flags
- Change description for deep descent from two levels down to five levels down
- Fix cavern redraw bug, update a lot of code to use cave->(width|height)
instead of DUNGEON_(HGT|WID)
- Make the game handle neuter gender better
- Move universal use in the roguelike keyset to 'X' to avoid conflict with
running north east
- Universal use command defaults now to inventory instead of equipment
- Make the subwindow inventory display responsive to its term size, hiding the
weights and abbreviating item descriptions in small windows
- Fix old bug there if a monster is targeted using 'free targeting' mode,
use_old_target would never clear after it was dead
- Ensure monster death messages to go last, so you don't get "it dies. it moans
in pain." type messages
- Various grammar fixes (full stops, singular/plural agreement)
- In character dumps, don't include origin information for non-wearables and
don't include obvious and basic flags
- Fix typo that limited boulder damage
- Light description and character dump fixes
- Get rid of extra linebreaks in character dumps
- Adjust 'when drunk' to 'when quaffed' for pedants
- Add back in sounds on monster deaths from spells
- Only show fail rates on items when requested if those items have fail rates
- Display a blank for a message count of zero
- Allow chests underfoot to be disarmed
- Fix gcu window sizing bug when there are any number of rows or columns
besides 1 or 3
- Attempt to fix the Windows font handling bug, hopefully making Windows fonts
not disappear after an upgrade / folder move
- Force drop knowledge on first kill and use race flags to determine drop text
- Gray out and disable some context menu items
- Check user directory for pref files
- Fix sounds, make message pref files use textual message types instead of
numbers
- Fix various monster death messages and sounds
- Strip roman numeral suffixes when looking for pref files to load
- Reorder inventory before displaying identification messages
- Create full stacks when combining pack
- Fix chaos damage message
- Fix pickup behaviour in the dark
- Save "unignore" status in savefiles
- Fix some monster plurals
- Fix mimic damage monsters when they're still mimicking
- Mask OF_LIGHT from aware jewelry with non-variable pval
- Pushing or trampling mimics now reveals them
- (Hopefully) fix the segfault bug when placing feeling tiles in the town
- Fix occasional infinite loop in store restocking algorithm and various other
store bugs
- Fix up the weird mimic crash by not deleting the monster along with the
object it is mimicking -- instead just make the mimic visible
- Fix quark freeing bug
- Fix monster/mon-init.c memory free bug
- Fix 'your feel your head clear' typo
- Use correct keymap for tagged objects
- Minor vault template fix

MAngband 1.2:

- Retired characters might leave corrupt grid

PWMAngband:

- Fix a couple typos in rogue spell descriptions
- Remove some redundant monster flags
- Fix Mandragora having both IM_FIRE and HURT_FIRE (removed the latter)
- Server crash when trying to activate a Power Dragon Scale Mail
- Fix an obscure bug concerning PvP melee attacks with "time" effects
- Server crash when trying to display delayed messages (fear, poison...) for
dead monsters
- Don't try to shimmer non-polymorphed players
- Fix incorrect display of monster recall in subwindows when tracking a player
- Map "Steal an item" to the 'S' key when using the roguelike keyset instead of
'X' which is already used for "Swap equipment"
- Fix holder for trap detected border overlay tile not considered as a "wall"
grid
- Display the proper message when anti-magic prevents a monster from casting
a spell instead of "Your anti-magic field disrupts your attempt."
- Fix a nasty bug leading to all monsters being able to act once when a player
logs back due to missing checks against update/redraw flags (especially
monster flow)
- Un-break ironman servers by fixing a parse error in p_class.txt and adding
missing bytes in dungeon town files
- Fix capitalization of message when an equipped item is identified
- Do not register character dump when a player's ghost suicides
- Do not register character dump for retiring winners (the dump is already
generated when the player kills Morgoth)
- Fix history entry for player death when the player suicides
- Only place objects and monsters on levels that are allocated and ready when
reading from the server savefile
- Save town and suburb in the server savefile (layout + objects + monsters)
- Save monsters from allocated levels in the server savefile; for wilderness
levels, only save permanent residents (home owners + invaders)
- Fix a possible endless loop when updating the Expensive Black Market with new
stuff
- Adjust wilderness size: a radius-32 wilderness consists of 2112 levels, not
2048
- Prevent monsters from being generated in arenas
- Fix recalling from town using an item inscribed deeper than max depth locking
the character with infinite "A tension leaves the air around you" messages
- Ensure that gloves with +MANA don't hinder spellcasting
- Finally fix ironman servers completely by removing CAVE_VAULT and adding
CAVE_GLOW to the "info" byte in dungeon town files
- Remove monk stealth bonus hardcoded in calc_bonuses() because it's already
taken into account via p_class.txt
- Redraw the monster list when a friendly summon kills another monster
- Don't use monster flow for pathfinding if the player is wraithed in walls
- Fix a stupid bug that prevented special artifacts from being generated except
The Blue Stone 'Toris Mejistos' and The Lost Silmaril of Maglor
- Server crash when polymorphing turns a monster into a mimic and there is no
room near the monster location to put the corresponding object
- RES_TIME should not protect against DRAIN_LIFE and DRAIN_STAT side-effects,
only from DRAIN_ALL (the nastiest effect)
- Take into account the MANA flag on weapons for mana calculation (making Mage
Staves of Mana actually useful)
- Fix inscription for praying (should be 'm' now instead of 'p')
- Add missing history entry for generated artifacts when the dungeon is ready
- Fix artifacts identified on the floor and then wielded without being
picked up first being displayed as "Missed" on the character history
- Allow chests under player to be opened and traps under player to be disarmed
- Fix a couple menu glitches with distorted graphics
- Forbid non-DMs from accessing the "Manage XBM orders" command
- Add missing player tile redraw when player hit points change
(hp_changes_color option on)
- Fix dragon breath effect wiping a random item in the pack when drinking from
a fountain
- Don't flag an item in the Expensive Black Market as "ordered" if it was
already flagged
- Correctly wipe monsters when the DM enters manual design mode on small levels
- Correctly assign target_who when targeting self or another player manually
with 'p'
- Check for dead monsters when displaying the monster list to avoid referencing
a NULL pointer
- Wipe objects carried by residents when the wilderness level is deallocated
(last player leaves the level) and recreate them when the level is
reallocated (a player enters the level)
- Add missing flavored messages when being killed by projectable spells or by
the strain of polymorphing
- Fix dungeon loading code recreating the mimicked object/feature each time
a mimic is loaded from the server savefile
- Prevent the DM or birth_no_stores players from creating or expanding houses
- Forbid house creation/extension near other houses
- Scan the floor again after the player presses a key to select an item
from the floor to minimize the risk of getting "Illegal object choice"
messages if the floor has changed in the meantime
- Prevent artifacts from dropping on the floor (and vanishing) when trying to
equip an item from a full pack to a slot containing an artifact if the
ARTIFACT_DROP_SHALLOW option is set to false

Coding changes
--------------

Angband 3.5:

- Stop the code indexing into the monster race array all the time, instead
preferring to pass around pointers to monster_race (this has allowed
significant simplifications throughout the code)
- Merge all store-related info in external files into a rewritten store.txt
- Fix loads of warnings
- Change alloc_prob and rarities to an int instead of a byte
- Refactor and simplify get_obj_num_by_kind()
- Refactor a load of duplicated code in mon-power.c
- Get close to removing z-type.c
- Factor out a lot of externs.h
- As ever, more little bits of cleanup and removal of old unused code
- Replace a lot of passing around indexes into r_info, k_info etc with passing
pointer to the appropriate entry instead
- Clean up options saving code
- Change the format of flavors.txt so each flavour is on its own line
- Refactor savefile loading framework into multiple shorter functions
- Remove op_ptr->base_name and process_player_name(); replace with
savefile_set_name() to set savefile filename and player_safe_name()
which returns a filesystem-safe player name
- Terrain feature flags now have the same bitflag system as the rest of the
game, and are used by cave_is* predicates where appropriate
- Convert most cave->feat access (and uses of FEAT_*) to function calls instead
(e.g. cave->feat == FEAT_FLOOR -> cave_isfloor(), add cave_isshop(), & more)
- Remove cave_bold* functions/macros because they were named ridiculously,
replace with better named functions
- Rewrite FOV code to remove a massive Ben-era hack (vinfo_hack, and also uses
of view_g/view_n/fast_cave_info); FOV is now more restrictive than before
- The various CAVE_* constants (for cave->info[][]) have been named more
sensibly, and in some places stopped being used
- Replace file_seek() with file_skip() as it was unused and skipping is more
useful
- Try to move things out of defines.h into more appropriate places, and
likewise with util.c
- Update lore system
- Make monster_desc() and its callers cleaner
- Remove nether breath giving nether resistance for monsters
- Make object and monster flags expandable
- Exorcise x_file_putf()
- Update copyrights
- Remove types.h
- Move more externs into the right header files
- Finish off moving from cmd[n].c to cmd-[description].c
- Try to prevent polymorph crashes, and add an in-game message when we do so
- Remove the V: line from edit files
- Fix warnings and memory leaks

PWMAngband:

- Move all player-related code from indexing into the player array to using
pointers to struct player
- Move a lot of monster-related code from indexing into the monster array to
using pointers to struct monster
- Replace function parameters representing either a player or a monster by
index (negative for player, positive for monster) by pointers to new "actor"
structure
- Use functions to access cave->info and player->cave->info arrays instead of
using the CAVE_XXX flags directly (this allows bounds checking and throwing
assertions if out of bounds)
- Add variable to allow multiple beta releases and display beta and stable
releases alike
- Rename _DEBUG define to DEBUG_MODE (defined in config.h) to allow running
clients and servers in debug mode without actually using the debug commands
- Refactor fire_breath() and cast_mimic_spell(): use info from the list of
monster spell flags instead of hardcoded values
- Nuke obsolete part from constants.h
- Include all other include files in c-angband.h, angband.h and s-angband.h
to remove the pain of include file management
- Refactor Receive_item() with more consistent item hooks
- Remove message coloring hack by adding new message types to messages.prf
- Refactor starting equipment lines in p_class.txt: remove lines for ironman
characters, add boolean value on normal lines to specify whether the item is
generated for no_recall characters or not
- Use a separate unit (house.c) for the house code
- Use a growable array for houses to ensure that the wilderness layout stays
consistent

Documentation
-------------

Angband 3.5:

- Add the player's guide (basic strategy and tactics) from the old wiki (it's
by no means complete but it is something at least)
- Update inscription documentation
- Update the help files with info about protections and resistances
- Fix option documentation
- Change help text for no_selling so it doesn't confuse people

PWMAngband:

- Replace all `` with ' in the help files (ported from Angband 3.x)
- Update help files with latest changes

Compilation
-----------

- PYTHON upgraded to version 2.7.6
- DOCUTILS upgraded to version 0.11
- RST2PDF upgraded to version 0.93
- ZLIB upgraded to version 1.2.8
- LIBPNG upgraded to version 1.6.7
- FREETYPE upgraded to version 2.5.3
- NOTEYE support upgraded to version 7.6

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

Re: PWMAngband 1.1.10 is out!

Post by PowerWyrm » Thu 24.04.2014, 10:56

I've found a couple minor display glitches I'm gonna fix while trying to playtest the new version for major bugs. Expect a new build very soon.

Oh and Shockbolt is currently updating his 64x64 tileset for Angband, so once it's done I'm gonna update it in PWMAngband too.

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

Re: PWMAngband 1.1.10 is out!

Post by PowerWyrm » Fri 25.04.2014, 17:18

New PWMAngband 1.1.10 build 2 released!

I've implemented some ideas about houses (see viewtopic.php?f=4&t=2147) and fixed a couple issues.

Files updated: client, server, 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: house generation has changed, meaning a new server savefile needs to be generated when updating from build 1 to build 2; it would be better to restart a clean instance with this new release.


New features in PWMAngband 1.1.10 build 2
=========================================

Gameplay changes
----------------

PWMAngband:

- Increase suburb area from radius 2 to radius 3
- Increase the size of "medium" houses
- Prevent "large" houses from being generated in the immediate suburb and
"small" houses/buildings from being generated elsewhere in the wilderness
- Prevent house expansion in the immediate suburb
- Remove the MAX_HOUSES server option and fix the number of houses a character
may own to 2
- Give each starting character a "deed of property" which can be used to buy
a small house (value less than 10k au)

Bugs fixed
----------

PWMAngband:

- Character creation: fix Hit/Shoot/Throw display (increase fields size from 3
to 4 since hobbit/high elf archers start with values over +100)
- Properly redraw plusses to hit/damage when a character dies
- Fix incorrect "You are not wielding or wearing anything." message when
checking equipment with an empty inventory

Compilation
-----------

- LIBPNG upgraded to version 1.6.10

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

Re: PWMAngband 1.1.10 is out!

Post by PowerWyrm » Fri 25.04.2014, 17:47

I just found out that my USB flash disk is fucked and while copying my PWMAngband files from it to my comp, one of the lib files (p_hist.txt) was turned to garbage, making the game unplayable. If you still have build 1 (or even an old version, one of the 1.1.10 betas or even 1.1.9), save that file first before updating to build 2 and overwrite the bad file with it (should not have changed recently). I'll get the file from my comp at work next monday and will update build 2 silently with the correct file.

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

Re: PWMAngband 1.1.10 is out!

Post by PowerWyrm » Mon 28.04.2014, 19:19

Build 2 files have been silently updated. The p_hist.txt file has been replaced by a correct version.

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

Re: PWMAngband 1.1.10 is out!

Post by Ace » Wed 07.05.2014, 20:27

Yay :)

Will update soon. Milestone = savefiles broken.

As I didn't play in the last months anyway it doesn't matter. Ill just start over :P

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

Re: PWMAngband 1.1.10 is out!

Post by PowerWyrm » Fri 05.09.2014, 20:29

Took some time to fix some issues and improve the squelch system by porting some of the code from V. And the result is:

New PWMAngband 1.1.10 build 3 released!

Files updated: client, server, 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: build 3 clients are required to play on build 3 servers; for this reason, I've kept a link to the old build 2 client on my web page for now. But upgrade is strongly recommended.

New features in PWMAngband 1.1.10 build 3
=========================================

Gameplay changes
----------------

PWMAngband:

- Simplify generation of rings of polymorphing by using most of the code from
monster generation (get_mon_num), and greatly decrease rarity to generate
more powerful rings deep in the dungeon

User interface
--------------

Angband 3.5.x:

- A few changes to birth process text
- Feelings at status

PWMAngband:

- Further port squelch system from V: move squelch settings from option pref
file to savefile; add missing quality-squelching categories; move non-
wearable categories to a separate menu in preparation for tval-squelching;
make ignore/destroy command use a menu and allow ignoring all objects of the
same category and squelch level

Bugs fixed
----------

Angband 3.5.x:

- Fix bug in monster AI introduced with monster light that causes monsters
to forget flow information if there are light-bearing monsters about

PWMAngband:

- Don't display a message when missing a mimic with missiles to avoid leaking
info
- Fix out of sequence artifact entries in character history and stop recording
"missed" entries after a while to avoid flooding (greater vaults, ...)
- Remove double use of buffer variable "buf" in Receive_char_dump() and close
client after generating a character dump for deceased characters
- Fix a stupid bug preventing another shot at a harder monster during monster
generation when the race picked up initially was too weak

Documentation
-------------

Angband 3.5.x:

- Remove mention of charisma from almost all help files and code comments

Compilation
-----------

- PYTHON upgraded to version 2.7.8
- DOCUTILS upgraded to version 0.12
- LIBPNG upgraded to version 1.6.13

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

Re: PWMAngband 1.1.10 is out!

Post by PowerWyrm » Mon 05.01.2015, 17:54

New PWMAngband 1.1.10 build 4 released!

This makes PWMAngband on par with the latest Angband 3.5.1 release.

Files updated: client, server, 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...


New features in PWMAngband 1.1.10 build 4
=========================================

User interface
--------------

PWMAngband:

- Use "Aluminium" spelling everywhere instead of "Aluminum"
- Remove a couple black pixels on some wand and rod tiles (32x32 tileset)

Bugs fixed
----------

Angband 3.5.x:

- Aggravate monsters now reveals mimics
- Fix Deep Descent description
- Fix some memory leaks

PWMAngband:

- Fix broken wall lighting (GCU client)

Documentation
-------------

Angband 3.5.x:

- Remove old readme, create changes.txt instead

Compilation
-----------

- PYTHON upgraded to version 2.7.9
- SETUPTOOLS upgraded to version 11.1
- LIBPNG upgraded to version 1.6.16
- FREETYPE upgraded to version 2.5.4
- NOTEYE support upgraded to version 8.1

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

Re: PWMAngband 1.1.10 is out!

Post by PowerWyrm » Thu 15.01.2015, 14:20

EEK! While playing with 1.1.10 build 4, I found out the hard way that the escape key was not working in macros anymore... and it has not been working for quite some time now. Found the problem and fixed it, but it's so critical that I'll have to release a quick fix. Since I've ported more of the squelch system from V, expect a build 5 before the end of the week.

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

Re: PWMAngband 1.1.10 is out!

Post by PowerWyrm » Fri 16.01.2015, 18:14

Took some time to fix some issues and improve the squelch system by porting more of the code from V. And the result is:

New PWMAngband 1.1.10 build 5 released!

Files updated: client, server, 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: build 5 clients are required to play on build 5 servers. And since previous builds contained a critical bug with macros, I've removed them. So upgrade is required this time...


New features in PWMAngband 1.1.10 build 5
=========================================

User interface
--------------

PWMAngband:

- Always keep "Destroy this item" as choice b) in the "ignore" menu (for easy
macro-friendly item destruction)
- Further port squelch system from V: implement tval-squelching for most
non-wearable categories, only considering aware flavors for now
- Add tval-squelching for extra MAngband tvals: skeletons, empty bottles,
corpses, crops
- Dungeon Master menu: add a command to create random artifacts from objects
on the ground

Gameplay changes
----------------

PWMAngband:

- Rename some PWMAngband artifacts: Seeker Arrow of Bard, Mithril Arrow of
Gondor, Wicker Shield of Durin
- Don't choose existing Tolkien names (see names.txt) when generating a random
artifact name
- Don't compact squelched items
- Only drop squelched items inside the dungeon (to avoid littering)

Bugs fixed
----------

PWMAngband:

- Fix base name description of items incorrectly using the full name when
displayed with the "singular" or "plural" modifier
- Reveal door mimics when a monster tries to open/destroy the associated door
feature
- Track monster when a missile attack fails
- Fix escape key not working in macros

Coding changes
--------------

PWMAngband:

- Refactor sending/receiving item properties (equipment/inventory/floor)

Compilation
-----------

- FREETYPE upgraded to version 2.5.5

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

Re: PWMAngband 1.1.10 is out!

Post by PowerWyrm » Wed 11.03.2015, 12:11

Just a little reminder: build 2 is not maintained anymore and has a critical bug, so please upgrade your build 2 servers to build 5. Especially the ones that appear on the meta...

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

Re: PWMAngband 1.1.10 is out!

Post by PowerWyrm » Mon 13.04.2015, 17:13

Crap... I just found a bug in the latest build while coding some stuff for the next version. If a Necromancer tries to cast "Cold Brand", there's a 50% chance to get a weapon of Frost and a 50% chance to get... a server panic save failed!!! Yeah, the other choice is the weak frost brand BRAND_COOL, which has no corresponding ego item.

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

Re: PWMAngband 1.1.10 is out!

Post by PowerWyrm » Mon 13.04.2015, 22:08

Bug has been silently fixed by removing the non-existing BRAND_COOL effect for now. Necromancers casting "Cold Brand" will always get a weapon of Frost in the meantime while brands are rewritten for the next version. Please re-download and update the 1.10.5 server if you want the fix.

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