Development version of PWMAngband 1.1.12 released for testing

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  • Acenoid
    replied
    Originally posted by Pete Mack
    Necromancer is traditionally a very difficult class. Try Warrior or Ranger.

    I understand that there are easy and hard combinations. I have some mangband experience and I'll admit I am a total newbie in pwmangbamd. But how would an experienced player get to the easiest dungeon as necromancer? Also I would like to experience the new classes and things that pwmangbamd has to offer.

    I'll try to list what tactics I tried to follow:
    - find weak monsters around town to gain a few levels before starting to travel.
    - start to journey in daylight
    - buy the best possible weapon I can afford
    - best long range
    - but potions, escape scrolls at.
    ...

    Do I just need to try harder or is it necessary to get some equipment from another character?

    How can I change the birth options? I would like to enable selling at stores but it does not work. Even after Character creation the birth options seem to be fixed to their defaults.

    PS: Read up now all 7 pages. Again awesome work! I hope I will be able to provide useful feedback.
    Last edited by Acenoid; June 11, 2017, 23:31.

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  • Pete Mack
    replied
    Necromancer is traditionally a very difficult class. Try Warrior or Ranger.

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  • Acenoid
    replied
    Hi again!

    Thanks for the help so far. The map helps a bit. I tried now to fly around with the DM to see what way to take later with a normal character. I am excited how this will work out with a lowly lvl1 character that has been just generated...

    Some more unrelated questions:
    What is the purpose of the home house there? (0)
    And how to use the deed of property? Is it to "build" houses?

    Update:
    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.

    I really do like the idea of having a world map and multiple places to go!

    However I need some directions on how to get started in a pwmangband wilderness game, because the "go to the stairs (from hobbiton) and enter the dungeon" is not it...

    Update #2: Noticed that regeneration of the server map recreated a wilderness compatible town with the angband dungeon. So I removed one question.
    Last edited by Acenoid; June 11, 2017, 20:34.

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  • PowerWyrm
    replied
    Originally posted by Acenoid
    Thanks for the responses! I will check it out.

    I will check how difficult it is to reach a dungeon.
    Is there a list of dungeons available? I mean I would like to use the full set of dungeons why not, but w/o a map of the wilderness and no information I could find about those dungeons Iam at a loss really on where to go. I suppose if I just walk east I will end up in another town, but it seems to be a task to get there first

    Currently trying not to drown in the swamps,,,,

    Suggesting a new option to choose the starting town :P
    For the world map, check wild_info.txt. For the list of all dungeons, it's in dungeon.txt. To reach Bree (the next town to the east), use the bridge at -19,21 to cross the river... after all, the map is based on actual Middle-Earth.

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  • Acenoid
    replied
    Thanks for the responses! I will check it out.

    I will check how difficult it is to reach a dungeon.
    Is there a list of dungeons available? I mean I would like to use the full set of dungeons why not, but w/o a map of the wilderness and no information I could find about those dungeons Iam at a loss really on where to go. I suppose if I just walk east I will end up in another town, but it seems to be a task to get there first

    Currently trying not to drown in the swamps,,,,

    Suggesting a new option to choose the starting town :P
    Last edited by Acenoid; June 7, 2017, 00:11.

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  • PowerWyrm
    replied
    Originally posted by Acenoid
    Hi there!

    Took a looooong break and I'm glad how lively mangband / pwmangband are yet (new version in may and pwmangband seems to develop just fine)

    I downloaded the latest beta and need some refresh on a few things. For now a question regarding the server options:

    ALLOW_RANDOM_ARTIFACTS = false / true
    Does this option generate random artefacts in addition to the default ones, or does it reroll the standard artefacts to be something else with simliar power level? When I change this option, do I have to delete the server save?

    EDIT: One last question, the vaults.txt in PWMangband has some enhancements compared to the vaults.txt of the mangband version? Some symbols are not explained e.g. / B V etc... are the symbols [a-z] the corresponding monsters?

    EDIT2: Disabling BASE_MONSTERS = true and EXTRA_MONSTERS = true will only leave standard (m)angband monsters right?

    EDIT3: Most importantly ..... I am unable to find the stairs from the starting town in hobbiton... I even tried logging in as DM used scrools of deep descent and to fly down (nothing below you). Where did the stairs go? (xposted on reddit)

    Looking forward to get some advice!

    Bye!
    ALLOW_RANDOM_ARTIFACTS = true means each character gets a set of randarts generated from the basic arts in addition to the standard set. If false, you just get the standard set, which has to be shared between all players.

    Vaults in vault.txt use Angband's set of vaults instead of the MAngband set, which is based on ZAngband. I kept Chris Atenasio's extra medium vaults though. And yes, putting a-z or A-Z symbols will add a corresponding monster on that spot.

    Disabling BASE_MONSTERS and EXTRA_MONSTERS will only leave standard Angband monsters. It is not recommended though, as it will remove all new dungeon bosses and level 100+ monsters.

    And last... there are no stairs in Hobbiton, it's now the starting town for players on regular servers (with wilderness). The main dungeon (Angband) is in Carn Dûm (northeast of the starting town). Many side dungeons are now disseminated everywhere on the world map, with most of the early ones east of the starting town. If you want to remove the wilderness and play with a regular Angband-style dungeon, set DIVING_MODE = 1 in mangband.cfg.

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  • Pete Mack
    replied
    @Gwarl--
    Hmm. Rather the opposite, I think. As far as I know, Linux is compiled in the usual manner, with configure.

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  • Gwarl
    replied
    How would one go about compiling under GNU/Linux? Everything seems geared toward windows.

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  • Acenoid
    replied
    Hi there!

    Took a looooong break and I'm glad how lively mangband / pwmangband are yet (new version in may and pwmangband seems to develop just fine)

    I downloaded the latest beta and need some refresh on a few things. For now a question regarding the server options:

    ALLOW_RANDOM_ARTIFACTS = false / true
    Does this option generate random artefacts in addition to the default ones, or does it reroll the standard artefacts to be something else with simliar power level? When I change this option, do I have to delete the server save?

    EDIT: One last question, the vaults.txt in PWMangband has some enhancements compared to the vaults.txt of the mangband version? Some symbols are not explained e.g. / B V etc... are the symbols [a-z] the corresponding monsters?

    EDIT2: Disabling BASE_MONSTERS = true and EXTRA_MONSTERS = true will only leave standard (m)angband monsters right?

    EDIT3: Most importantly ..... I am unable to find the stairs from the starting town in hobbiton... I even tried logging in as DM used scrools of deep descent and to fly down (nothing below you). Where did the stairs go? (xposted on reddit)

    Looking forward to get some advice!

    Bye!
    Last edited by Acenoid; June 5, 2017, 12:43.

    Leave a comment:


  • PowerWyrm
    replied
    Last update before my 2-week holidays. Mostly porting stuff from V minus the new pathfinding algorithm (need to study how it would work with multiplayer). Also wilderness dungeons now have a min depth.

    List of changes:

    - Thorough refactor of mon-timed.c
    - Add NO_SLEEP/STUN/etc flags to monsters that previously had them inferred from spell flags
    - Implement 'hold monster' effect (PWMAngband: adapt the existing effect)
    - Don't count held monsters for players' time bubble
    - Fix paralyzing melee attacks not holding players/monsters
    - Implement new stunning effect (PWMAngband: adapt the existing effect)
    - Implement new 'slow monster' effect
    - Implement new 'confuse monster' effect
    - Align blinding effect with new hold/confuse effects
    - Add show_damage support to monster melee attacks
    - Add documentation of new status effects
    - Use target monster 'sleepiness' value for 'sleep monster' duration
    - Refactor of project-mon.c
    - Add new NO_HOLD flag for monsters immune to holding
    - Implement variable slot sizes by item base
    - Enable two levels of monster spell message
    - Expand info and power lines in monster.txt
    - Rename aaf/vision to hearing, alertness to sleepiness
    - Move distance/direction arrays to cave.c
    - Reorganise mon-move.c
    - Add mon-predicate
    - Move rd_artifacts() to after rd_misc()
    - Fix hit chance in monster lore
    - Increase bonus on rings of Searching
    - Adjust mushroom effect times
    - New randart set generation algorithm (PWMAngband: keep the item kind)
    - Remove drop-artifact from monsters and drop the Morgoth artifacts directly
    - Stop items getting curses which are useless
    - Prevent static artifacts from being stashed at home
    - Add min depth to dungeons (see dungeon.txt)
    - Only allocate max_depth - min_depth cave chunks per dungeon
    - Make !g on an object turn off pickup_inven for that object
    - Make Erebor deeper (2900' to 3500'), changing its boss to Glaurung, Father of the Dragons
    - Make Senyakaze, Sorceress of the Nether Realm an Ainu
    - Add new titles for conquering the Nether Realm and killing Melkor

    Files updated: binaries and source code.
    Files are available for download at the usual location: http://powerwyrm.monsite-orange.fr

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  • PowerWyrm
    replied
    New update with the "healer" monster from V and simplified tileset management. Only three tilesets remain: Gervais, Pseudo-3D (for the SDL client) and Shockbolt. All three tilesets use the same mappings (Shockbolt was chosen as model, so the other two have been updated accordingly), so the .prf files are now plain copies of each other. Also new monsters in monster.txt from ToME ("base" Angband monsters).

    List of changes:

    - Add heal-other monster spell and low-level healer monster

    - Implement the Home (in Carn Dûm) for every player on no-wilderness servers
    - Fix manual design of wilderness levels (Dungeon Master menu)
    - Select features by name instead of number (Dungeon Master menu)
    - New special level "The Brandywine Bridge" with Otho and Lobelia Sackville-Baggins as fixed encounters
    - Add BASEANGBAND monsters from ToME/TomeNET, remove some non-BASEANGBAND ones
    - Fix Dungeon Master not able to enter winner-only dungeons
    - Use a long integer for monster HPs instead of a short integer
    - Remove 8x8, 16x16 and 8x16 tilesets
    - Remap 32x32 and 48x64 tilesets to match the 64x64 tileset
    - Don't load special wilderness levels if no wilderness
    - Make Melkor the final battle (auto retire)

    Files updated: binaries and source code.
    Files are available for download at the usual location: http://powerwyrm.monsite-orange.fr

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  • takkaria
    replied
    Originally posted by PowerWyrm
    BLOODY HELL this is finally DONE. All tiles in graf-dvg.prf have been remapped to match graf-shb.prf more closely, and new monsters have their own tiles.

    Now back to that bookless egoless hobbit mage...
    Ah we've got to steal this for V!

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  • PowerWyrm
    replied
    BLOODY HELL this is finally DONE. All tiles in graf-dvg.prf have been remapped to match graf-shb.prf more closely, and new monsters have their own tiles.

    Now back to that bookless egoless hobbit mage...

    Leave a comment:


  • PowerWyrm
    replied
    Everything in graf-shb.prf and graf-dvg.prf has been remapped to point to the same tiles, except for monsters. That's still 833 to go...

    Leave a comment:


  • PowerWyrm
    replied
    flvr-shb.prf and flvr-dvg.prf have now also been remapped to point to the same tiles.

    Leave a comment:

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