Development version of PWMAngband 1.1.12 released for testing

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  • PowerWyrm
    Prophet
    • Apr 2008
    • 2986

    Development version of PWMAngband 1.1.12 released for testing

    This version will port the features from the vanilla Angband 4.1 series. Here's the list of changes that have been implemented up to now:

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

    Angband 4.1.x:

    - Add ?? inscription for unknown runes
    - Improve player screen object property grid
    - Add rune knowledge screen
    - Give messages on learning jewelry and ego types
    - Remove trap detect edge
    - Add shimmer to shimmering monsters
    - Add flicker to blink dogs, phase spiders

    MAngband 1.2:

    - Add Walls of the World messages
    - Add "-v" version output to server

    PWMAngband:

    - Remove a few obsolete hints
    - Display real damage dice/base armor class if known, otherwise display
    damage dice/base armor class from object kind
    - Display header in red on the player screen object property grid for
    vulnerabilities
    - Add an extra panel for ESP flags on the player screen object property grid
    (press 'm' to switch between skills/history, equipment flags and ESP flags)
    - Dungeon Master Menu: add a debug command allowing creation of traps

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

    Angband 4.1.x:

    - Don't notice brands on wield (only notice when hitting a monster susceptible
    to the brand)
    - Transfer object knowledge on walkover
    - Don't learn the flavor of jewelry with obvious properties until all of them
    are learned
    - Remove IDENTIFY activation
    - Remove staves and rods of Identify, scrolls of Identify still exist but are
    not sold in the Alchemy Shop anymore
    - Remove IDENTIFY_PACK effect (from potions of *Enlightenment*)
    - Remove pseudo-id (PWMAngband: remove PSEUDO_ID_IMPROV, make pseudo-id
    automatic and immediate on walkover, keep feeling message but remove
    feeling inscriptions, simplify quality ignoring)
    - Temporarily swap all stats around when hit by nexus in addition to teleporting
    - Make dice and ac (runes) known at birth
    - Make IDENTIFY effect (scroll + spell) identify an unknown rune on an item
    - ID flavored consumables on first use
    - Make basic lights and diggers have innate not magical properties
    - Make *Slay*s have a random power or base resist
    - Learn sustains if their item also boosts the stat
    - Identify obvious effects on abort (IDENTIFY, RECHARGE...)
    - Make devices that affect monsters require a target to ID
    - Make standard body armor to-hit penalties not part of the to-hit rune
    - Make searching foolproof, remove search command and searching status
    (PWMAngband: 'Toggle search mode' becomes 'Toggle stealth mode' for Rogues)
    - Remove searching and search frequency skills
    - Introduce trapsafe status and trap disabling, change trap destruction spells
    - Secret doors only inside rooms
    - Only set traps in corridors, replace some tunnel junction doors with traps
    - Make door detection miss secret doors, generate many fewer secret doors
    - Nomad's new template rooms with placed traps
    - Split disarm skill to physical and magical
    - Add new traps, improving effects where necessary
    - Add rubble fall effect
    - Allow summon effect to have an added out of depth element
    - Change pit behaviour
    - Make chests rarer and more valuable
    - Add DRAIN_LIGHT effect
    - Remove SEARCH modifier
    - New curses: defined by power (0 = easily breakable, 100 = permanent),
    to_a/to_h/to_d values, object flags/modifiers/elements, effect, tval
    - New curse system: implement curses as runes, update object info and
    description, restore curse removal, allow branding of cursed items, know
    curses on wield (instead of pickup), turn cursed egos into curses, replace
    OF_TELEPORT with OF_NO_TELEPORT, redo teleportation jewelry as cursed

    PWMAngband:

    - Port and adapt object knowledge from Angband: transfer player knowledge
    (automatically notice damage dice and base armor class), set ego type if
    known, notice artifacts, apply auto-id, "assess" objects, ignore items
    eligible for ignoring
    - Replace activation on Eriril by DETECT_TREASURE
    - Remove Greater Identify and Knowledge Explosion spells
    - Sorcerors learn the Telepathy spell at level 34 (instead of 36)
    - Remove scrolls of *Identify*
    - Prevent probability travel on grids with items
    - Prevent earthquakes placing players and monsters on grids with items
    - Rename Identify spell back to Perception for Priests and Paladins
    - Give Dungeon Master full knowledge of runes
    - Scale physical and magical disarm skill with racial DEX/INT
    - Increase digging repeat count from 10 to 20
    - Assess jewelry on walkover

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

    Angband 4.1.x:

    - Make dwarf gold detection more update-efficient
    - Fix 'dependant' typo

    PWMAngband:

    - Learn the ego when branding an item, not the brand itself
    - Display temporary effect (resistance, ESP) with a light green '!' on the
    player screen object property grid instead of using the green header which is
    reserved for immunity
    - Fix typo that prevented displaying temporary resistance to cold on the player
    screen object property grid (temporary resistance to fire was displayed twice)
    - Make sure the object still exists when ignoring an object from the ignore menu
    to avoid crashing the client (corpses may have decomposed, ...)
    - Display "It can be aimed" for all unaware rods
    - Update quiver count when dropping a partial stack of missiles
    - Don't draw breath effect over the breather
    - Fix "resist acid" element/rune learned when hit by a Darkness spell
    - Take a turn if device/spell failed due to antimagic field
    - Fix incorrect frequency for immunities leading to them appearing too often on
    randarts

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

    Angband 4.1.x:

    - Rename obj-identify module to obj-knowledge
    - Add rune module
    - Handle non-magical object properties with flags
    - Warning cleanup
    - Remove special trap effects, make traps use other effects
    - Add DUNGEON_LEVEL to effect expressions
    - Renumber trap.txt
    - Split aggravate effect into wake and haste
    - Rewrite drop_near()
    - Nuke forget_view and PU_FORGET_VIEW
    - Remove unnecessary screen updates in detection effects

    MAngband 1.2:

    - Improve console command handling

    PWMAngband:

    - Remove OF_ESP_POWER (use ESP flags directly)

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

    Angband 4.1.x:

    - Fixed spelling errors in help
    - Document trap.txt

    PWMAngband:

    - Update help files


    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!
  • PowerWyrm
    Prophet
    • Apr 2008
    • 2986

    #2
    I've updated the dev version with the latest fixes. Changes since last time:

    - Make known to-dam/to-hit values appear when only one rune is learnt
    - Make unbelievers *suck* at magic devices
    - Fix some memset declarations
    - Various refactorings
    - PYTHON upgraded to 32-bit version 2.7.12
    - LIBPNG upgraded to version 1.6.24
    - FREETYPE upgraded to version 2.7
    - Plus more hidden fixes

    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

      #3
      Since the curse branch seems stable now, I'll start to work on the main new feature for 1.1.12: a revamped wilderness!
      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

      • takkaria
        Veteran
        • Apr 2007
        • 1951

        #4
        Originally posted by PowerWyrm
        I've updated the dev version with the latest fixes. Changes since last time:

        - Make known to-dam/to-hit values appear when only one rune is learnt
        - Make unbelievers *suck* at magic devices
        - Fix some memset declarations
        - Various refactorings
        - PYTHON upgraded to 32-bit version 2.7.12
        - LIBPNG upgraded to version 1.6.24
        - FREETYPE upgraded to version 2.7
        - Plus more hidden fixes

        Files updated: binaries and source code.
        Files are available for download at the usual location: http://powerwyrm.monsite-orange.fr
        You use Python? What for?
        takkaria whispers something about options. -more-

        Comment

        • PowerWyrm
          Prophet
          • Apr 2008
          • 2986

          #5
          Originally posted by takkaria
          You use Python? What for?
          Generating manual.html and manual.pdf from the txt files using rst2html and rst2pdf.
          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

          • takkaria
            Veteran
            • Apr 2007
            • 1951

            #6
            Originally posted by PowerWyrm
            Generating manual.html and manual.pdf from the txt files using rst2html and rst2pdf.
            Ah. I thought you might have sneaked in a scripting language somewhere
            takkaria whispers something about options. -more-

            Comment

            • PowerWyrm
              Prophet
              • Apr 2008
              • 2986

              #7
              First part of wilderness rework done. Assume that every new dev release breaks savefile compatibility. Changes since last time:

              - Remove text screen dumps
              - Make wilderness square-shaped (with radius 32) instead of diamond-shaped
              - Make wilderness bordered (by the Walls of the World) instead of circular
              - Parse wilderness terrain information from new wild_feat.txt file
              - Add new wilderness types (deep water, desert, glacier, high mountain)
              - Add new wilderness terrain types (sand, sandwall, ice, ice wall)
              - Switch around tiles for log and drawbridge (32x32, 48x64 and 64x64 tilesets)
              - Redraw a few terrain tiles (8x16 tileset)
              - Add missing tiles for loose dirt and crops (16x16 tileset)
              - Fix crash when trying to generate creeping coins in the wilderness
              - Display wilderness coordinates properly at the bottom right of the wilderness minimap, fixing a crash in the process if the size of the minimap was too big
              - Fix swamp and town tiles (8x8 tileset)

              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

                #8
                Current dev version parses wilderness info from a fixed map now. For this, I used this map of Middle Earth:



                For now, there's still a town and suburb (with player houses) in the middle of the map, so its placement eats most of the Fangorn Forest and its eastern part called The Wold. Next steps will be to add different towns (Bree, Lothlorien...) and places of Middle Earth that will serve as extra dungeons.
                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

                  #9
                  Second part of wilderness rework done plus some stuff from V. Changes since last time:

                  - Increase wilderness radius from 32 to 43
                  - Make wilderness metamap fixed instead of randomly generated
                  - Parse wilderness metamap from new wild_info.txt file
                  - Add new wilderness types: river, hill
                  - Remove high mountain wilderness type, tweak mountain and shore types
                  - Decrease town area radius from 3 to 2
                  - Enable fizzix's probability tweaks from 2012
                  - Fix memory leaks, refactor
                  - Allow passable rubble in the dungeon
                  - Activate new dungeon profiles (modified, moria)
                  - Activate new room types (moria room, Interesting room, huge room, room of chambers)
                  - Activate new vault types
                  - Make lava (flow) passable and hurt the player
                  - Allow hot and cold projections to create or destroy lava
                  - Allow lava to appear in vaults
                  - Stop monsters from moving into lava, hurt them if they're pushed

                  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

                  • clouded
                    Swordsman
                    • Jun 2012
                    • 268

                    #10
                    What's the wilderness for? Do you have multiple dungeons and stuff?

                    Comment

                    • PowerWyrm
                      Prophet
                      • Apr 2008
                      • 2986

                      #11
                      Originally posted by clouded
                      What's the wilderness for? Do you have multiple dungeons and stuff?
                      There will be. Goal is to reproduce what was done in ToME 2, with a real Middle Earth map instead of a random wilderness that serves no purpose.
                      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
                        Third part of wilderness rework done plus some stuff from V. Now I've reached the point of no return, next step will break everything. Changes since last time:

                        - Fix a couple of memory leaks
                        - Add list-randart-properties.h
                        - Refactor obj-randart
                        - Move monster blow methods to a data file
                        - Move much of list-player-timed.h to player_timed.txt
                        - Fix randart weapons having both supercharged AC and normal AC
                        - Re-introduce tunneling ability for randart weapons
                        - Register monster resistance to known brands and slays
                        - Move monster blow effects to blow_effects.txt
                        - Remove the six static pre-designed dungeon towns used on no_recall/more_towns servers (while keeping the framework for designing static dungeon levels/towns)
                        - Remove MAngband-style town (for now), use (modified) Angband-style town instead
                        - Generate Angband-style dungeon towns automatically every 1000ft on no_recall servers (if there is no static pre-designed dungeon town loaded at that depth)
                        - Add missing town wall tile mappings (all tilesets)
                        - Allow dwellings on WILD_WASTE terrain
                        - Make town suburb WILD_WASTE if not already WILD_GRASS or WILD_WASTE (from metamap parsing)
                        - Generate arenas on WILD_DESERT terrain
                        - Don't respawn monsters in town suburb

                        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

                        • Nick
                          Vanilla maintainer
                          • Apr 2007
                          • 9634

                          #13
                          Originally posted by PowerWyrm
                          Third part of wilderness rework done plus some stuff from V. Now I've reached the point of no return, next step will break everything.
                          I know that stage. Good luck!
                          One for the Dark Lord on his dark throne
                          In the Land of Mordor where the Shadows lie.

                          Comment

                          • PowerWyrm
                            Prophet
                            • Apr 2008
                            • 2986

                            #14
                            Originally posted by PowerWyrm
                            Now I've reached the point of no return, next step will break everything
                            Current system:
                            - wilderness levels and dungeon levels stored in single array of size max_wild + max_depth
                            - one coordinate: depth
                            - base town in the middle of the map with one dungeon (depth 0 and positive)
                            - wilderness spiraling from town with an increasing depth (negative)
                            - players always starting in base town

                            Next system:
                            - wilderness levels stored in a bidimensional array of size size_wild * size_wild
                            - dungeon levels stored in a single array of size max_depth for each wilderness level
                            - three coordinates: world_x, world_y, depth (world_z)
                            - base town location specified in wild_info.txt with the main dungeon
                            - flat wilderness with innate depth specified in wild_feat.txt
                            - starting town location specified in wild_info.txt

                            The final goal is to have multiple locations defined wild_info.txt, some with only a static level/town, some with variable sized dungeons.
                            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

                            • Pete Mack
                              Prophet
                              • Apr 2007
                              • 6883

                              #15
                              Seems to me storing levels makes more sense per player than per grid region. MxN gets big fast. But the number of players should be more or less constant.

                              Comment

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