PWMAngband 1.1.3 is out!

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

PWMAngband 1.1.3 is out!

Post by PowerWyrm » Fri 05.03.2010, 22:19

New PWMAngband 1.1.3 (aka build 1) released!

The 1.1.3 version is a milestone version... it includes all changesets from the vanilla Angband bug database up to #748, which corresponds to the 3.0.9a milestone. Unfortunately, it breaks savefile compatibility, so people running 1.1.2 or 1.1.3 beta servers will have to start a clean instance.

The list of changes below lists all the changes since the last beta update. For a complete list of all changes in the 1.1.3 build 1 release, please check readme.txt in the client /help subdirectory (or the in-game help menu).

Alignments with Angband 3.x:
- Rework healing potions (Angband 3.1.1): CCWs don't appear in the Temple anymore
- Move object flags back to object_type (Angband 3.1.3): add "flags" back to object_type, removing the need for the hacky "xtra" bytes
- Split out ui-event and ui-menu from ui.c (Angband 3.1.0)
- Introduce text_out_e that allows embedded formatting information in stuff to be printed (Angband 3.1.0): use this to display a colored version of the "news" screen
- Add an indication of maximum capacity in the inventory display (Angband 3.1.0)
- Won't autopickup items inscribed with !* (Angband 3.1.0): fixed
- Make the light source descriptions more accurate (Angband 3.1.0)
- Refactor the object information code so it makes more sense (Angband 3.1.0): this allows to display only useful information when examining objects in stores
- Remove autoscum (Angband 3.1.0)
- Stop fixing the flavour for slime mold juice (Angband 3.1.0)
- Make the torches in the inventory at birth have the same number of rounds as those bought from shops (Angband 3.1.0)
- Make bad potions have a more damaging effect than good potions (Angband 3.1.0)
- Reduce the cost of WoR and CSW a little (Angband 3.1.0)
- Make more potions appear in piles (Angband 3.1.0)
- Remove the "depth_in_feet" option, instead displaying both the dungeon level and the depth everywhere (Angband 3.1.0)
- Identify rods when zapping them so the charging indicator shows up (Angband 3.1.0)
- Make door/stair detection a bit more expensive (Angband 3.1.0)
- Small pseudo-ID changes (Angband 3.1.0): make pseudo-id not occur whilst resting; make pseudo-id quicker; make items, when worn long enough, get automatically identified; make {average} items automatically identified; make wands/staves stack even when unidentified
- Fix unpredictable autopickup behaviour (Angband 3.1.0)
- Make object descriptions somewhat more terse (Angband 3.1.0)
- Refactor the dungeon generation code a bit, so that it reads easier (Angband 3.1.0)
- hide_squelchable acts odd for items in your inventory (Angband 3.1.0): fixed (squelchable inventory items are now dropped on the floor when hide_squelchable is set)
- Clean up the interface to scan_floor (Angband 3.1.0)
- Append {tried} to tried items in the object browser and display them before aware items (Angband 3.1.0)
- Move all object generation code out to obj-make.c (Angband 3.1.0)
- Move all object function declarations to object.h (Angband 3.1.0)
- Add some extra colouring for the monster list (Angband 3.1.0)
- Implement and upgrade the 3.0.9 dungeon generator (Angband 3.1.0): note that the new dungeon generator doesn't generate any guaranteed excellent items in vaults anymore (the spots marked as "8" in vault patterns will only generate a "good" treasure up to 20 levels out of depth)
- Scrolls of phase door are now generated in the General Store (Angband 3.1.0)
- Try to make stores a bit more interesting/useful (Angband 3.1.0): start applying higher-level magic as the player dives through the dungeon (for PWMAngband, min and max levels of objects generated in a store will depend on the max depth of the last customer who entered that store)
- For gain-one-lose-one stat potions, the gain should be guaranteed but the loss should be random (Angband 3.1.0)
- Fix heavy pseudo-ID after pseudo-IDing {indestructible} items for weak pseudo-id classes (Angband 3.1.0)
- Fix character dumps (Angband 3.1.0)
- Replace !rand_int or rand_int() == 0 checks with the one_in_() construct (Angband 3.1.0)
- Replace DET_ by DETECT_ in the effect code (Angband 3.1.0)
- Rewrite object_desc() in a clean, safe, sane manner (Angband 3.1.0)
- Use the MDESC_* flags where appropriate rather than magic numbers (Angband 3.1.0)
- Move the object UI bits to a new obj-ui.c (Angband 3.1.0): rename c-inven.c to c-obj-ui.c and move all object UI bits into this file; move object UI bits from object1.c to a new file (obj-ui.c)
- Move the remaining bits of object1.c into object2.c (Angband 3.1.0)
- Rename object2.c to obj-util.c (Angband 3.1.0)
- Remove the disturb_minor option, make it always on (Angband 3.1.0)
- Move ang_sort() & co into z-util.c (Angband 3.1.0)
- Split out targetting code into target.c for clarity (Angband 3.1.0)
- Stop access to p_ptr->target_* from anywhere except target.c (Angband 3.1.0)
- Move out the value_check_aux*() functions to obj-make.c (Angband 3.1.0)
- Make the pseudo-ID constants into an enum and place in object.h (Angband 3.1.0)
- Make object_desc() take an enum instead of an int (Angband 3.1.0)
- Slightly experimental changes regarding pseudo-ID (Angband 3.1.0): remove "good" pseudo-ID, replace with "magical"; add "strange" pseudo-ID, for when items have mixed blessings; stop automatically cursing all bad weaponry; make weak pseudo-id notice the difference between magical and excellent; tweak squelch accordingly (squelchable worthless items now include bad magical items; squelchable good items now include strange items and good magical items)
- Remove the IDENT_BROKEN flag and the pseudo-ID "broken" state, since they were unnecessary (Angband 3.1.0)
- Remove rings of Stupidity, Weakness and Woe, and allow all rings/amulets to be cursed (Angband 3.1.0)
- Sort out torch behaviour (Angband 3.1.0): make all generated torches start with max fuel; make all generated lamps start with half fuel; decrease max torch fuel back to 5000 turns
- Lower gold drop at the top end of the spectrum (Angband 3.1.0)
- Rename "Cesti" to "Mithril Gauntlets" (Angband 3.1.0)
- Point-based character generation is equivalent to best available from autoroller (Angband 3.1.0): this allows to get base 17 in 3 stats
- Make minimum starting gold 200AU (Angband 3.1.0)
- Make get_mon_num_prep() void (Angband 3.1.0)
- Add an assert to Rand_div() and rand_range() (Angband 3.1.0)
- Reduce the weight of torches a fair bit (Angband 3.1.0)
- Display "squelch" regardless of the status of the "hide squelchable" options (Angband 3.1.0)
- Remove the command_see and command_wrk global variables (Angband 3.1.0): make get_item() prompts always start on the inventory; clean up get_item() a little
- Use the OAngband level feeling algorithm (Angband 3.1.0)
- Add a birth option to control whether feelings appear or not (Angband 3.1.0)
- The shopkeeper now only tells you how many of an item you currently have if you are aware of the item's flavor (Angband 3.1.0)
- Split out the effects list into list-effects.h (Angband 3.1.0)
- Add a pre-check before activing the effect that makes the item aware if it's "obvious" (Angband 3.1.0): this fixes a small bug (unidentified scroll/staff/rod of identify will list itself in the list of objects to identify as an unidentified object)
- Make inscriptions like "!k!v!s" work again (Angband 3.1.0)
- Add randint0() and randint1() (Angband 3.1.0)
- Add temporary acid, lightning, and poison resists to the effects code (Angband 3.1.0)
- Add a potion of resist poison (Angband 3.1.0)
- Make "Enter" no longer initialise selling in-store (Angband 3.0.9a): use "p" instead (reverting to old 3.0.6 behavior)

Other changes:
- bugfix: maximizing the Win client, moving the character to the right or bottom edge of the screen and then restoring the original client size didn't refresh the panel view (leading to a crash)
- enhancement: the General Store has now expensive (BM price) and very expensive (XBM price) items
- enhancement: expensive items in the General Store are now produced in small piles
- enhancement: *ID* scrolls don't appear in the General Store anymore
- enhancement: CCWs are now generated in the General Store as expensive items
- enhancement: potions of Healing, Restore Mana and Scrolls of Teleport are now generated in the General Store as very expensive items
- enhancement: only play a sound if it is different from the last one played; if a sound is currently playing, stop it before playing another sound (Win client)
- enhancement: unencumbered monks now also get extra ac when wearing very light armor
- bugfix: pressing a key constantly was freezing the client (response to keypresses was looping endlessly)
- bugfix: remove the check for failure when PKT_CHAR packets are queued (while screen is icky) to avoid clients disconnecting with "processing packet (47,47) failed" messages
- bugfix: the graphical map of the dungeon was not using "icky" screen mode
- bugfix: the party menu was not using "icky" top line mode
- bugfix: the DM menu was not using "icky" top line mode
- bugfix: all items in player shops were described as "not identified" when examined
- bugfix: scrolls of phase door/teleportation/teleport level/rune of protection and staves of teleportation were deleted/discharged twice when used (leading to a crash when teleport level scrolls were read from the ground)
- bugfix: wands of trap/door destruction were never discharged when used
- bugfix: the screen was not refreshed one last time before a client quits when a character permanently dies
- bugfix: the scene of death screenshot from player dumps was not displayed properly
- enhancement: when a character is attacked (or disturbed by a major cause), the server now sends an ESC key request to the client to force players to leave "icky" screen mode
- enhancement: always look for net input when responding to keypresses (done by replacing calls to Term_inkey with wait = TRUE by calls to Net_loop); this should minimize the number of "Timeout 08" client errors and force players to leave "icky" screen mode in all cases when disturbed
- enhancement: don't squelch equipped items (any item equipped should get the SQUELCH_PROTECT flag; this should for example prevent the stupid mistake of squelching worn rings of speed or power DSMs when increasing the autosquelch level...)
- bugfix: in some cases, true artifacts were not reset when deleted (when in a house about to be reset, when compacted in emergency, when dropped and no room on the floor anywhere...)
- enhancement: the ALLOW_ARTIFACT_HOARDING server configuration option has been replaced by a new option (ARTIFACT_DROP_SHALLOW); true artifacts can't be dropped in houses (except the Crown or Grond) or in the wilderness anymore, and if ARTIFACT_DROP_SHALLOW is set to FALSE, they cannot be dropped above their base depth (except the Crown or Grond); winners don't keep their true artifacts, they don't generate true artifacts, and if they find one, they cannot pick it up anymore (except the Crown or Grond)
- enhancement: glyphs cannot be created on artifacts anymore
- enhancement: the number of quest monsters to kill has been seriously decreased
- bugfix: a non-secret dungeon master could be seen, but not detected via detect monster spell/items
- enhancement: dungeon masters now get much less items at birth (some were useless and can be generated via DM menu anyway)
- bugfix: don't disturb players when they bump into a secret dungeon master
- enhancement: give ghost players the "invisible" status
- bugfix: fixed the visibility flags for players (players polymorphed into a multihued monster did not shimmer; party leaders did not change color; flags were not reset for players not on the same depth; players polymorphed into a monster with empty/weird mind were detected by telepathy; players polymorphed into a cold blooded monster were detected by infravision; players polymorphed into an invisible monster were detected by illumination)
- enhancement: the tohit/todam penalties on ego mage staves have been removed (it was annoying to waste time enchanting them in order to sell them); instead, mage staves are never generated enchanted and they cannot be enchanted by scrolls/spells; randart mage staves can gain free action, blind resistance and confusion resistance now instead of extra tohit/todam

Please update servers and clients:
- client: http://www.humyo.fr/10073229/PWMAngband_113_client.zip
- lib: http://www.humyo.fr/10073229/PWMAngband_113_lib.zip
- server: http://www.humyo.fr/10073229/PWMAngband_113_server.zip
- source code: http://www.humyo.fr/10073229/PWMAngband_113_src.zip

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

Re: PWMAngband 1.1.3 is out!

Post by PowerWyrm » Sat 06.03.2010, 21:42

Playtesting the new version on Newt's server... I have already found some bugs :(
One is particularly nasty: generating a Monk will crash the server because of the change made on AC bonus (division by zero). Expect some quick Build 2 release to fix all those bugs.

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

Re: PWMAngband 1.1.3 is out!

Post by PowerWyrm » Sat 06.03.2010, 23:00

Server file has been updated with the fix for the Monk bug. Please update your server if you have the Build 1 running.

http://www.humyo.fr/10073229/PWMAngband_113_server.zip

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

Re: PWMAngband 1.1.3 is out!

Post by PowerWyrm » Mon 08.03.2010, 20:32

New PWMAngband 1.1.3 build 2 released!

The 1.1.3 build 1 version had major bugs... I needed to fix them quickly. So here's a new version...

Alignments with Angband 3.x:
- The monster list is now reversed, so tougher monsters (generally) show up first (Angband 3.1.0)
- Made the "current quantity" indicator that appears when buying an item more robust (Angband 3.1.0)
- Add a MN_NULL constant so we can stop using 0 in enums (Angband 3.1.0)

Other changes:
- bugfix: didn't update the version in the code (was still tagged as "beta")
- bugfix: fixed a stupid crash (unreferenced pointer) when updating the visibility for polymorphed players
- bugfix: fixed money descriptions (no more "copper worth 26 pieces of gold worth 26 gold pieces")
- bugfix: fixed a crash (division by zero) when calculating the Monk's AC bonus
- bugfix: player ghosts were supposed to get the "invisible" flag, but they were not
- bugfix: the visuals were not updated when setting a timed event permanently (invisibility, wraith, invulnerability)
- bugfix: some items were not dropped on the floor when a character died
- bugfix: the "value" of gold piles was incorrect (it was set to the base cost of a gold coin, 12, instead of the amount of gold carried), leading to gold almost never dropped when a character died
- bugfix: fixed a font problem when launching multiple Win32 clients on the same machine
- enhancement: the low hitpoint warning indicator is now also used for minimum time bubble scale factor (use 0 to completely disable slowing down time when injured)

Please update servers and clients:
- client: http://www.humyo.fr/10073229/PWMAngband_113_client.zip
- lib: http://www.humyo.fr/10073229/PWMAngband_113_lib.zip
- server: http://www.humyo.fr/10073229/PWMAngband_113_server.zip
- source code: http://www.humyo.fr/10073229/PWMAngband_113_src.zip

Billsey
King Vampire
Posts: 272
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Location: Oregon, USA
Contact:

Re: PWMAngband 1.1.3 is out!

Post by Billsey » Thu 11.03.2010, 07:59

Updated and reset everything on pwmangband.seymourfamily.org server.
Mangband Project Team Member

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

Re: PWMAngband 1.1.3 is out!

Post by PowerWyrm » Mon 15.03.2010, 20:06

New PWMAngband 1.1.3 build 3 released!

A minor update, to fix a couple bugs and align PWMAngband 1.1.3 with Angband 3.0.9b...

Alignments with Angband 3.x:
- Handle EF_XXX and EF_MAX better (Angband 3.1.0)
- Fix some compiler warnings (Angband 3.1.0)
- Fix up the way z-virt.h does FREE()ing to make it a little more C++-friendly (Angband 3.1.0)
- Restore sustains on single stat boosting rings/amulets (Angband 3.1.0)
- Replace the single stat sustaining rings with new rings (sustain body/mind) providing three sustains each (Angband 3.1.0)
- Make mithril gauntlets acid-proof (Angband 3.1.0)
- Tweak level feelings a bit, along the lines of Sangband (Angband 3.1.0)
- Make shop keeper changes from buyouts display properly (Angband 3.1.0)
- Make object knowledge sort by name (Angband 3.1.0)
- Give Bard Slay Dragon (Angband 3.1.0)
- Add some basic bit manipulation headers (Angband 3.1.0)
- Move to arrays from individual flag variables (Angband 3.1.0): done for monster_lore + monster_race
- Make criticals on weapons match criticals on missiles when it comes to when they are applied (Angband 3.1.0)

Other changes:
- bugfix: rewrote the place_gold() method like V3.0.9 to fix gold drops saying "0 gold pieces" when placed under the player
- bugfix: fixed a bug on the client that prevented the price of wands/staves to be displayed properly
- enhancement: the "About..." box has been slightly redesigned to match the welcome screen (news.txt) more closely
- enhancement: new command "CTRL-V" (interact with colors)
- enhancement: items now only get a value boost for sustain stats if they get all 6 sustains (should avoid overpriced rings of sustain body/mind)
- bugfix: fixed a client crash when maximizing the main window, casting detect monsters and restoring the window size before pressing a key
- bugfix: refueling a torch with an ego torch should empty the ego torch, not "destroy" it
- enhancement: players won't be pushed from stairs anymore when entering a newly generated level
- enhancement: hounds are now only removed from stairs/recall point when entering a newly generated level

Please update servers and clients:
- client: http://www.humyo.fr/10073229/PWMAngband_113_client.zip
- lib: http://www.humyo.fr/10073229/PWMAngband_113_lib.zip
- server: http://www.humyo.fr/10073229/PWMAngband_113_server.zip
- source code: http://www.humyo.fr/10073229/PWMAngband_113_src.zip

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

Re: PWMAngband 1.1.3 is out!

Post by Hades » Thu 18.03.2010, 03:44

Sorry for late update, I was out of town for 3 days. Server pwmangband.ath.cx is updated.
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 1.1.3 is out!

Post by PowerWyrm » Thu 18.03.2010, 12:58

You should probably change your sig. Considering that I was able to connect to xdir only once in the past 6 months and that the stuff in powerwyrm.fr.tc/PWMangband hasn't been updated since (and won't probably be updated again), it's better for people to know about this forum to download binaries and source code.

yelm
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Re: PWMAngband 1.1.3 is out!

Post by yelm » Wed 13.05.2026, 17:26


yelm
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Re: PWMAngband 1.1.3 is out!

Post by yelm » Wed 13.05.2026, 17:27


yelm
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Re: PWMAngband 1.1.3 is out!

Post by yelm » Wed 13.05.2026, 17:28


yelm
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Re: PWMAngband 1.1.3 is out!

Post by yelm » Wed 13.05.2026, 17:29


yelm
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Re: PWMAngband 1.1.3 is out!

Post by yelm » Wed 13.05.2026, 17:30


yelm
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Posts: 212
Joined: Wed 04.02.2026, 08:13

Re: PWMAngband 1.1.3 is out!

Post by yelm » Wed 13.05.2026, 17:31


yelm
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Posts: 212
Joined: Wed 04.02.2026, 08:13

Re: PWMAngband 1.1.3 is out!

Post by yelm » Wed 13.05.2026, 17:33


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