Beta version of PWMAngband 1.2.0 released

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  • tangar
    replied
    /rfe add shop price to item descriptions, so when you examine 'I' an item - add to it for how much you could buy or sell it to the NPC shop.

    As we are birth_no_selling server, it's hard to understand prices when players trading items between each other and this option would be helpful to understand ~ prices

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  • tangar
    replied
    /rfe

    add a note in item description if it's a true artirfact (to understand - is it possible to put it to the storage). Currently the only way to distinguish true arts from randards - to try to put them to house.. would be fun to understand it while in the dungeon
    Last edited by tangar; January 19, 2019, 08:40.

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  • tangar
    replied
    I've posted suggestion about shop flags in Development session; maybe it would be possible to have such feature in Angband core?

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  • tangar
    replied
    /rfe move option 'Set hitpoint warning' (= h) to server .cfg because currently you could assign there '9' and play turn-based. Everyone at the server should have the same value

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  • tangar
    replied
    Hunger came! http://angband.online/hunger-came/

    /rfe (for future)
    damm.. What about to give possibility to eat corpses? (it's a pity there is no CHA... eating corpse could be fun way to 'play' with it). Maybe eating corpses could give different effects? (from slow & confusion when eating foul trolls to speed&hallucinations bonus by eating magical mushrooms).

    Also if you play 'fair' race/class (elfs, dwards, paladin, priest etc) - give more long-term debuffs.. (so hobbit who would eat corpses would become Gollum-like - stupid (-int, -wis), but dexterious)..

    Could be interesting mechanics.. And possible to implement as far as we already got corpses
    Last edited by tangar; January 18, 2019, 10:49.

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  • tangar
    replied
    /rfe

    add to stores also flag 'never' (to forbid certain item in Black Market)

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  • tangar
    replied
    Inventory slot +1: http://angband.online/inventory-slot-1/

    Rules updated: http://angband.online/rules/

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  • tangar
    replied
    Originally posted by PowerWyrm
    I just looked at the "bumping/switching places" code again. Here's how it works: each time a player moves, the direction he faces is saved into a "last direction" variable; if the last direction of a player is equal to the opposite of the last direction of another player, they "switch places"; otherwise, they "bump" into each other.

    It's the same in MAngband. This is often annoying:

    1) players go AFK into shops, at entrance of tavern, on top of the down stairs to a dungeon

    2) players move you around by switching places while you're AFK or switch places while you're in a shop (imagine a fire immune player switching place with someone not fire immune in Carn Dum and putting the other player upon a lava tile!)
    Maybe such idea: make it possible to use shift+W (walk) command towards other player once upon a time (like once per 30 seconds) to swap with him.


    Unfortunately, I don't see anything to fix this properly. If I fix the first issue by allowing switching anywhere, then the second issue becomes a problem. If I fix the second issue by only allowing bumping, then the first issue becomes a problem.
    First issue is more critical in long perspective, because troll-players could block newbies in tavern for hours, while server admin offline or when other players do not have rods of Teleport Other (quite rare items to have in limited inventory; we have 1 char per account).

    Considering second issue - it's not so critical cause players are not often afk to be swapped far away.. And maybe switching could be turned off when player stay in shop (like in TomeNET). Also I could delete lava tiles with &

    Sorry, but I'm NOT gonna change my name.
    In worse case, I'll change the Great Wyrm of Power to something else!
    hehe ) Considering this particular rule (taking names of objects and creatures) - if 'Wyrm' isn't recommendated, but Powerwyrm is totally alright unique fantasy nickname (not PowerWyrm though
    Last edited by tangar; January 21, 2019, 05:33.

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  • PowerWyrm
    replied
    Originally posted by tangar
    First draft of game rules: http://angband.online/rules/ (online game should have it, sorry )
    "Also please try to avoid names that reference to creatures or objects types and which are already existing in the game world"

    Sorry, but I'm NOT gonna change my name.

    In worse case, I'll change the Great Wyrm of Power to something else!

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  • PowerWyrm
    replied
    "Hunger is comming http://angband.online/hunger-is-comming/"

    HAHAHAHAHAHAHAHA

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  • PowerWyrm
    replied
    I just looked at the "bumping/switching places" code again. Here's how it works: each time a player moves, the direction he faces is saved into a "last direction" variable; if the last direction of a player is equal to the opposite of the last direction of another player, they "switch places"; otherwise, they "bump" into each other.

    It's the same in MAngband. This is often annoying:

    1) players go AFK into shops, at entrance of tavern, on top of the down stairs to a dungeon

    2) players move you around by switching places while you're AFK or switch places while you're in a shop (imagine a fire immune player switching place with someone not fire immune in Carn Dum and putting the other player upon a lava tile!)

    Unfortunately, I don't see anything to fix this properly. If I fix the first issue by allowing switching anywhere, then the second issue becomes a problem. If I fix the second issue by only allowing bumping, then the first issue becomes a problem.

    I think I'm gonna restrict switching places even more and only allow it when both players are moving. This will fix the second issue. For the first issue, you still can teleport the nonmoving player away with Teleport Other if he's deliberately blocking a way.

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  • tangar
    replied
    First draft of game rules: http://angband.online/rules/ (online game should have it, sorry )

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  • tangar
    replied
    Originally posted by PowerWyrm
    " one player could block other players completely"
    IIRC that's not possible. If you run in one direction, you should swap positions immediately. I need to check though. Otherwise yeah, it should not be possible to block others. If that's the case, I'll amend the code.
    I've tested it; 'running' doesn't works it seems.

    Ok for this I've found the perfect solution: I'll add a mode between "no wilderness" and "normal wilderness" that will be "fast wilderness". In this mode, you will be able to teleport to Carn Dum immediately using any WoR scroll without having to go there by foot. This will allow people to skip the wilderness part and just dive into the main dungeon immediately if they wish.
    Yay! Sounds great DD

    That's my fault: I've changed the code so that every wilderness area is treated like a dungeon floor and therefore is unstaticed each time there are no more players on it. In MAngband, this is not the case, so when you leave an area and come back, the stuff is still there (and if there is a dangerous mob it will be still there). The wilderness is too big to store each and every area in memory, it would crash the server immediately.
    Is it possible to change it back somehow? I could buy more powerful server, so such feature would work. Maybe it's possible to optimize it somehow.. TomeNET also have static wilderness and they got huge world, maybe you could sneak peek to TomeNET code to understand how they managed it?

    Af far as my silly head understands, this areas should be 'stored' and inactivated somehow while there are no players (so they won't take server resources) and become active again when player come there.

    For example, you can have a transition between a "shore" and an "ocean" area. Imagine your character leaves the shore... and is put in the middle of the ocean. Or worse: you leave the border of a volcanic area and are teleported right inside a lava area.
    Good point! This is a problem. Maybe at least spawn character if not at the center, but a few tiles (1d10) away from border?

    IMO this is a non issue. In TomeNET, you can meet greater krakens in the wilderness and I'm sure you won't go close to that when you see one, but simply move to another sector.
    I feel that it's major issue because it ruins roguelike concept by giving 'cheating' way to play @ wilderness. I like idea with dangerous 'night' very much, but it won't help much with making wilderness fair when player always having possibility to run from one location to another to 'wipe' it.

    It's good that wilderness are save in daylight.. But still in some rare cases it should be dangerous even at daylight, so player have to run from it, to have such roguelikish situations. And 'border-cheat' makes it pointless. BUT.. if wilderness would be static = problem solved

    You should check this: http://angband.oook.cz/forum/showthread.php?t=8466. Playing Necromancer (a hard class)
    I know about this topic for a loong time, but I don't wanna get spoilers yet. First I'll play with all classes in PWMA myself and then I'll read this topic with a joy

    There's no way atm. Metaserver is proprietary code, and both MAngband and TomeNET have their own. So for now we'll keep bind with MAngband one.
    "MAngband refusing to give the data (it seems they got different format)"
    I'll ask MAngband and TomeNET devs, maybe they could share it.


    ==========

    Hunger is comming http://angband.online/hunger-is-comming/

    Also website structure updated & added server status
    Last edited by tangar; January 17, 2019, 09:40.

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  • PowerWyrm
    replied
    " one player could block other players completely"

    IIRC that's not possible. If you run in one direction, you should swap positions immediately. I need to check though. Otherwise yeah, it should not be possible to block others. If that's the case, I'll amend the code.

    "I so love dungeon-city (it's reminds me about Moria..), but it would be fun to give players more freedom - someone wish to travel around ME, some would like to dive right after they create a new character."

    Ok for this I've found the perfect solution: I'll add a mode between "no wilderness" and "normal wilderness" that will be "fast wilderness". In this mode, you will be able to teleport to Carn Dum immediately using any WoR scroll without having to go there by foot. This will allow people to skip the wilderness part and just dive into the main dungeon immediately if they wish.

    "Solution to wilderness cheating"

    "move along the borders to be able to change location immideatelly as soon as they noticed dangerous monster."

    That's my fault: I've changed the code so that every wilderness area is treated like a dungeon floor and therefore is unstaticed each time there are no more players on it. In MAngband, this is not the case, so when you leave an area and come back, the stuff is still there (and if there is a dangerous mob it will be still there). The wilderness is too big to store each and every area in memory, it would crash the server immediately.

    "he should appears not at the border, but in the center of new location"

    Good idea, but unfortunately impossible to implement. Wilderness areas are "blended" each into another with different terrain types. For example, you can have a transition between a "shore" and an "ocean" area. Imagine your character leaves the shore... and is put in the middle of the ocean. Or worse: you leave the border of a volcanic area and are teleported right inside a lava area.

    "With currenty system (when you appear on the border) you won't even notice such stuff cause you continue to run along the border from one location to another without a glance to the center."

    And this is a terrible mistake... Currently, each wilderness area is generated ONCE with all its features: local inhabitants, pits, treasures. Once you leave the area, it is reset and all content is gone. When you come back, you get the "This seems to be a deserted area" message. This means all the goodies are gone and you've passed a chance to loot abandoned houses, fight invaders and so on. Early on, raiding the wilderness is probably the most profitable way of getting supplies and leveling up.

    IMO this is a non issue. In TomeNET, you can meet greater krakens in the wilderness and I'm sure you won't go close to that when you see one, but simply move to another sector. People should travel during the day. In this case, mobs in the wilderness are harmless low level stuff and if you have to run away from them... then just level up a bit in the training dungeon. Any character at level 5 should be able to cross the wilderness during daytime without having to care about mobs, except for a bit of xp and loot for the kills. I've added a command to show the current time, so nobody should be trapped in the wilderness at night: when the time reaches the 12th hour of day, simply inscribe a WoR with the coordinates of the closest town and go back to spend the night. Then inscribe with the coordinates of the last sector of the wilderness visited and continue. There are also a lot of empty buildings in the wilderness that should be safe to spend the night if by mistake you are caught at night outside of a town.

    You should check this: http://angband.oook.cz/forum/showthread.php?t=8466. Playing Necromancer (a hard class) with full wilderness mode, and explored all dungeons to kill all bosses. Never had any problem crossing the wilderness.

    1) how to setup our own metaserver?

    There's no way atm. Metaserver is proprietary code, and both MAngband and TomeNET have their own. So for now we'll keep bind with MAngband one. I've tried to report PWMAngband's server to TomeNET's metaserver, but it doesn't work (the format is correct, but it simply doesn't appear -- the metaserver must detect that it's not a Tomenet server and reject access).

    "MAngband refusing to give the data (it seems they got different format)"

    Yes, format is completely different. But even using the same format doesn't work, there must be another check that blocks servers.

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  • tangar
    replied
    Also a question about some additional stuff:

    1) how to setup our own metaserver? PWMA is a 'big boy' already, maybe it's time for us to get our meta server? Or at least it's interesting to understand how to do so

    2) it would be fun to show server status on the website. there is source code for TomeNET meta made by Mikaelh: http://muuttuja.org/tomenet/meta.php?source=1 ; I've setup it at the website: http://angband.online/status/, but when I'm puttin MAngband metaserver address and port, MAngband refusing to give the data (it seems they got different format); so for now I've just used 'dirty way' and iframed status from mangband page

    3) It would be also fun to have highscores the website, like this: https://mangband.org/scores ; I'll write to MAngband devs, maybe they could share the code Aaand I'll write to TomeNET devs about their ladder code: https://www.tomenet.eu/scores.php
    Last edited by tangar; January 17, 2019, 08:10.

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