Beta version of PWMAngband 1.1.11 released

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  • PowerWyrm
    Prophet
    • Apr 2008
    • 2986

    Beta version of PWMAngband 1.1.11 released

    New PWMAngband 1.1.11 beta 1 released!

    This version will port the features from the vanilla Angband 4.0 series. Check readme.txt for the HUGE list of changes...

    Note: this version introduces the highly experimental turn-based mode, so that people can try PWMAngband without the real-time feature. This is a rough hack and probably breaks a lot of core gameplay features, including (but not limited to) tunneling, monster/object lists, detection, animations and so on... but it's playable and works fine as long as you don't expect something as polished as vanilla Angband. I'll try to fix more related stuff in the next betas. To activate the mode, set TURN_BASED to "true" in mangband.cfg, run your server with your favorite options and launch the client: as long as there is only one player connected, the game should play in turn-based mode.

    Files updated: client, server and source code.
    Files are available for download at the usual location: http://powerwyrm.monsite-orange.fr
    PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!
  • Nick
    Vanilla maintainer
    • Apr 2007
    • 9637

    #2
    It should be said that not only was porting all the Angband 3.5-4.0 changes a massive job, it has been incredibly valuable to the bugfixing process for Vanilla. I would estimate it's taken six months off the "getting Angband 4.0.x to stable" process. Thank you so much.
    One for the Dark Lord on his dark throne
    In the Land of Mordor where the Shadows lie.

    Comment

    • Derakon
      Prophet
      • Dec 2009
      • 9022

      #3
      Congrats on the release, PowerWyrm.

      Comment

      • getter77
        Adept
        • Dec 2009
        • 242

        #4
        Awesome job PowerWyrm.

        Comment

        • PowerWyrm
          Prophet
          • Apr 2008
          • 2986

          #5
          New PWMAngband 1.1.11 beta 2 released!

          Quick fix version. Changes:

          - Fix tunneling in turn-based mode by making the command use a fixed repeat count of 10
          - Do not generate wide corridors in turn-based mode
          - Disturb searching (cancel repeat count) when a secret door has been found
          - Make dropping ignored items drop the right items
          - Fix player turn calculation
          - Display number of player/active turns elapsed in real game turns (without dividing them by the FPS parameter)
          - Display number of game/player/active turns immediately after entering the game
          - New server option: limited telepathy (makes telepathy limited to a radius of "max_sight" like Angband)
          - Stop restricting monster/player visibility (line of sight or telepathy) to the current panel

          Files updated: binaries and source code.
          Files are available for download at the usual location: http://powerwyrm.monsite-orange.fr
          PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

          Comment

          • Derakon
            Prophet
            • Dec 2009
            • 9022

            #6
            Incidentally, I finally figured out why your variant's name keeps throwing me for a loop. When are we going to see the Frequency-Modulated Angband?

            (by comparison with Pulse-Width Modulated)

            Comment

            • PowerWyrm
              Prophet
              • Apr 2008
              • 2986

              #7
              New PWMAngband 1.1.11 beta 3 released!

              Quick fix version. Changes:

              - Make monster summons always hostile, even when playing a Summoner
              - Fix artifacts not properly reset when leaving a level through manual design, Alter Reality spell, or simply by common means (stairs, recall...)

              Files updated: binaries and source code.
              Files are available for download at the usual location: http://powerwyrm.monsite-orange.fr
              PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

              Comment

              • jrodman
                Apprentice
                • Feb 2009
                • 56

                #8
                Originally posted by PowerWyrm
                - Make monster summons always hostile, even when playing a Summoner
                Does this mean that a summoner's summoned things are hostile to the summoner? Or was there a bug where things summoned by already-hostile enemies were not hostile to summoners? (The former sounds more exciting, if unfair.)

                Comment

                • Carnivean
                  Knight
                  • Sep 2013
                  • 527

                  #9
                  Originally posted by jrodman
                  Does this mean that a summoner's summoned things are hostile to the summoner? Or was there a bug where things summoned by already-hostile enemies were not hostile to summoners? (The former sounds more exciting, if unfair.)
                  From the competition thread where PW first posted about this, all summons were friendly to @, even those summoned by monsters.

                  The other note is fixing a bug that made every game a de facto "preserve mode" on game.

                  Comment

                  • PowerWyrm
                    Prophet
                    • Apr 2008
                    • 2986

                    #10
                    Originally posted by jrodman
                    Does this mean that a summoner's summoned things are hostile to the summoner? Or was there a bug where things summoned by already-hostile enemies were not hostile to summoners? (The former sounds more exciting, if unfair.)
                    "Monster" summons are hostile, that is when a monster uses its summon abilities (monster_spell.txt). In beta 2, I forgot to update a parameter in that file (% chance of summons being friendly) for the SUMMON effect, so everything summoned was friendly (the default).

                    "Player" summons (from spells or from scrolls/staves of summoning) are hostile or friendly depending on multiple things. Rogues get 5% chance of friendly summons from the Summon Monsters spell. Shapechangers get 10% chance of friendly summons from the Summon abilities. Base chance of getting a friendly summon is 100% for Summoners. After that, they get a chance of summon turning hostile based on level difference (mlvl - 5 vs clvl * 5), and a chance of getting a useful summon (one attacking other monsters) based on WIS (50% at 18, 100% at 18/***).
                    PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

                    Comment

                    • PowerWyrm
                      Prophet
                      • Apr 2008
                      • 2986

                      #11
                      Originally posted by Carnivean
                      The other note is fixing a bug that made every game a de facto "preserve mode" on game.
                      Every game was "preserve mode off", that is every artifact generated was considered found. The bug also made artifacts left behind not considered as lost, except when sold in a shop for 0 gold, so they appeared as "greyed out" (owned by someone else) when looking at the artifact list.
                      PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

                      Comment

                      • PowerWyrm
                        Prophet
                        • Apr 2008
                        • 2986

                        #12
                        New PWMAngband 1.1.11 beta 4 released!

                        Quick fix version. Changes:

                        - Add back animations (player/monster/object shimmering) in turn-based mode
                        - Fix activation on Dragon Scale Mails destroying the Dragon Scale Mail

                        Files updated: binaries and source code.
                        Files are available for download at the usual location: http://powerwyrm.monsite-orange.fr
                        PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

                        Comment

                        • PowerWyrm
                          Prophet
                          • Apr 2008
                          • 2986

                          #13
                          New PWMAngband 1.1.11 beta 5 released!

                          Quick fix version. Changes:

                          - Mark object index as used when nuking crops/junk/gold to make room for more objects on a level
                          - Fix some memset() errors in "size" parameter
                          - Clear obj_marked (object visibility) when leaving a level

                          Files updated: binaries and source code.
                          Files are available for download at the usual location: http://powerwyrm.monsite-orange.fr
                          PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

                          Comment

                          • PowerWyrm
                            Prophet
                            • Apr 2008
                            • 2986

                            #14
                            New PWMAngband 1.1.11 beta 6 released!

                            Quick fix version, plus latest changes from Angband 4.0.4. Changes:

                            - Fix player/monster detection not lasting one full turn
                            - Don't update player structure when calculating bonuses for inspected objects
                            - Make potions of Resist Poison also cure poison
                            - Fix monster target error preventing groups from attacking the player in rooms
                            - Disturb on object feeling
                            - Improve pickup of partial stacks
                            - Reveal the mimic instead of destroying the feature when using Trap/Door Destruction or Stone to Mud on a Door mimic
                            - Remove pit floors properly after an earthquake or destruction effect
                            - Don't clear pit floors when deleting a feature mimic inside a pit

                            Files updated: binaries and source code.
                            Files are available for download at the usual location: http://powerwyrm.monsite-orange.fr
                            PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

                            Comment

                            • PowerWyrm
                              Prophet
                              • Apr 2008
                              • 2986

                              #15
                              Pfft... while fixing some memset() errors, I introduced other errors. Most visible effect is getting poisoned by physical attacks while having rPoison. Time for another beta...
                              PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

                              Comment

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