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Well it's fixed now. I decided to release a beta 3, since I had already updated the version locally. So now everything should be fine for some heavy summoning... -
Good thing no PWMAngband comp has started yet... Just found another game breaking bug while playtesting: artifacts left behind on a level were not reset, so you couldn't find them again; basically, it was like playing with preserve off. This has now be fixed, and I'll update the binaries tonight with another quick fix. Since it's just a matter of replacing the exe file, I won't release a new beta for this one.Leave a comment:
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Good thing no PWMAngband comp has started yet... Just found another game breaking bug while playtesting: artifacts left behind on a level were not reset, so you couldn't find them again; basically, it was like playing with preserve off. This has now be fixed, and I'll update the binaries tonight with another quick fix. Since it's just a matter of replacing the exe file, I won't release a new beta for this one.Leave a comment:
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I rather like the idea of summons being possibly hostile to the summoner, especially the more powerful they are. You'd have to make it so the summoner would turn hostile to its summons once they attacked...Leave a comment:
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Well I've ninja-fixed beta 2 instead of releasing a beta 3. Binaries now contain the fixed version of monster spells text file and monsters will summon hostile monsters again.Leave a comment:
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Dammit, just found out I goofed big time with the summoning effect. When you play a summoner, all summons are friendly, not only player summons as it should be. Makes the game amusing (monsters summoning stuff that turns against them), but really unbalanced. I'll release a beta 3 tonight with the fix (it's just a matter of replacing monster_spell.txt in /lib/gamedata).Leave a comment:
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Dammit, just found out I goofed big time with the summoning effect. When you play a summoner, all summons are friendly, not only player summons as it should be. Makes the game amusing (monsters summoning stuff that turns against them), but really unbalanced. I'll release a beta 3 tonight with the fix (it's just a matter of replacing monster_spell.txt in /lib/gamedata).Leave a comment:
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I guess this is what happens when I let other people design the comp characters.
Cool, I'll write this up and post the comp within the next 24 hours.Leave a comment:
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Ok here we go:
- download latest PWMAngband binaries (it should say version 1.1.11 beta 2) at http://powerwyrm.monsite-orange.fr (or use the direct link here: http://1drv.ms/1R4XR19)
- unzip the file somewhere
- get the attached file (rydia.zip)
- replace mangband.cfg and mangclient.ini at the root of the directory
- copy "account", "Admin", "Rydia" and "server" in /lib/user/save
- run mangband.exe
- launch mangclient.exe
- and that's it...
Character: Rydia, Human Summoner. She's hot and dominating.
From the help file:
A Summoner is the weakest of all classes you may choose. They have pathetic
stats, no fighting abilities, and little spells to kill enemies with magic.
However, all these weaknesses don't trouble them much, because they can
summon creatures to help them in battle, and still gain some experience from
their kills. Summoners use wisdom to cast spells and summon allies, and to
determine how many of them they can control and how effectively they can
control them.
To compensate for the weakness of the class, the character starts with a Whip of Flame (and I felt it was appropriate). If you play the starting character and you die, you have two ways of playing another character: you can simply relaunch the client (mangclient.exe), choose the deceased character, choose to reroll the same character and use the quickstart mode (in that case you won't start with the Whip of Flame); or you can ctrl-c the server, copy the original "Rydia" and "server" files again in /lib/user/save, relaunch mangband.exe and mangclient.exe and choose the starting character again.
Here are the main server options that were set in the configuration file:
- ALLOW_RANDOM_ARTIFACTS = true (random artifacts)
- LIMIT_STAIRS = 1 (non-connected stairs)
- NO_GHOST = true (permanent death)
- TOWN_WALL = true (no wilderness)
- BASE_MONSTERS = true and EXTRA_MONSTERS = true (PWMAngband monsters)
- PRESERVE_ARTIFACTS = 1 (preserve on, but artifacts are lost if left behind)
- TURN_BASED = true (turn-based mode)
- LIMITED_ESP = true (Angband-like telepathy)
Birth options are the same as default Angband options (this means no selling is on).
This will make a really challenging game, but I'm confident that there will be wins (or close calls). Just look at the last compAttached FilesLeave a comment:
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Awesome! Thank you.Leave a comment:
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It's quite simple I think. The only drawback of PWMAngband is that it's only designed for Windows, so if you want to play under Linux you have to use Wine. I'll release Beta 2 tonight with a couple fixes, then I'll set up the starting zip file with guidelines.Leave a comment:
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Using the turn-based mode, you don't need a central server. Everyone plays his own single player game on his own local server, like a regular Angband game. Instead of providing a savefile, I would provide both server + character savefiles and server option file. This should be enough to make everyone start from the same point.
Basically: I'm willing to try it, but I'm not willing to run tech support on itIf you want to run point on helping people get set up, I'm happy to create the comp.
Leave a comment:
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Using the turn-based mode, you don't need a central server. Everyone plays his own single player game on his own local server, like a regular Angband game. Instead of providing a savefile, I would provide both server + character savefiles and server option file. This should be enough to make everyone start from the same point.Leave a comment:
Leave a comment: