Development version of PWMAngband 1.1.12 released for testing

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  • PowerWyrm
    Prophet
    • Apr 2008
    • 2940

    #76
    Originally posted by Nick
    This reminds me, there was a bug in V (fixed in ace98060) where scatter() could pick illegal grids - I don't know if yours has that problem.
    Nope. The problem is that build_vault() in dungeon generation is always called with invalid parameters so that it triggers "find_space" to place the vault correctly, so it never checks for vault boundaries; in PWMAngband, when generating a vault manually, I pass the correct coordinates for the center of the vault, so if the vault is too big, it triggers an out of bounds error. I had to add extra checks to fix that.
    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!

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    • PowerWyrm
      Prophet
      • Apr 2008
      • 2940

      #77
      Finally ported everything I wanted from the 4.1 release (this doesn't include the new monster pathfinding, which would require much more thinking to port it for multiplayer). Probably my last development release, as the last thing I want to add is themes for the wilderness dungeons. Then the beta testing will start...

      List of changes:

      - Make vortices resist poison, silver jellies not hurt by light
      - Forget destructed and earthquaked terrain
      - Revert "Write less detail to savefiles for dead players"
      - Exclude healers from warrior pits
      - Make lava behave as expected
      - Generalise lava damage to damaging terrain
      - Improve ranged_helper()
      - Stop ID info leaking when inspecting
      - Fix message when an object modifier is identified by use
      - Bring back trap detection status
      - Fix some string_append() copy/paste errors
      - Forget los-blocking grids between player and monster they can see
      - Fix opening/closing a known door not updating the visuals while in the dark
      - Make disabled traps and TMD_TRAPSAFE work sensibly
      - Make treacherous weapon curse use the correct killer
      - Refactor flavored death message code
      - Fix crash in manual vault creation
      - Make monsters in lava take damage (PWMAngband: extend to all damaging terrain)
      - Make separate locations for list monsters in and out of los
      - More charges for status-effect wands
      - Fix ethereal hounds never trying to swarm the player
      - Make group monsters only try to surround the player when in los
      - Allow chests to be specifically generated in vaults
      - Update help

      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!

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      • Acenoid
        Rookie
        • Jun 2009
        • 15

        #78
        Updated!

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        • PowerWyrm
          Prophet
          • Apr 2008
          • 2940

          #79
          New monster and feature themes have been added for the extra dungeons, making them... more colorful. I just need to add some tiles for the new terrain features and beta 1 should be out soon.
          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
            • 2940

            #80
            The good news: everything's now done for beta 1. The bad news: no idea when I broke that, but ranged attacks instantly crash the game when they succeed due to an uninitialized variable. This is now fixed, so beta 1 should be out this week.
            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
              • 2940

              #81
              Originally posted by Acenoid
              So far iam at my 6th attempt to get to the barrow-downs dungeon (the one with the lowest min level) with a dunadan necromancer. I already began to increase con and str stats instead of the spellcasting skills. Everytime I died not even reaching the dungeon (I have no problem with dying...) but having to rebuy all the standard stuff to prepare (phase doors, potions, inscriptions, some armor or weapon) and walking through the wilderness is a bit discouraging. The monsters that appear there kill the character on the spot with lowish chances of even running away.
              Gonna do a little walkthrough with a necromancer to celebrate the new 1.1.12 version

              And it's here: http://angband.oook.cz/forum/showthread.php?t=8466
              Last edited by PowerWyrm; July 25, 2017, 08:18.
              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!

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