Beta version of PWMAngband 1.2.0 released
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I like this store enhancement. Rarity/price make sense.
What about quantity of items per stock? So you would be able to meet certain items in unique exemplar, but some of them would be in piles
So it would be:
rarity: (default: 1)
price: (default: 100)
quantity: (xdy, eg 2d3)
eg:
Code:normal:light:Lantern:1:100:1d2 normal:potion:Speed:3:250:2d6
Leave a comment:
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I like this store enhancement. Rarity/price make sense.
What about quantity of items per stock? So you would be able to meet certain items in unique exemplar, but some of them would be in piles
So it would be:
rarity: (default: 1)
price: (default: 100)
quantity: (xdy, eg 2d3)
eg:
Code:normal:light:Lantern:1:100:1d2 normal:potion:Speed:3:250:2d6
Leave a comment:
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Store flags
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Ok I've spent a bit of time thinking about this, and the more I think about it, the less I find this a good idea.
The store code is really simple:
- regular shops with a mix of staples (the "always" lines) which are always in store and regular items (the "normal") lines which are not always in store
- black markets with random items
So I'm gonna take two drastic measures to ensure that the store code remains simple while giving more flexibility:
1) Adding a parser error when trying to add "normal" or "always" lines in store.txt for Black Markets.
Black Markets have random items. Period. This means anything can appear at any time, it's up to you to catch opportunities. Adding fixed items is a nonsense. So from now on, they're not customizable anymore and any attempt to do so will result in a parsing error.
The only "customization" that remains are orders in the Expensive Black Market. If you really want something special (like a deep book, some potions of *healing*... or even a Power DSM) you can place an order and have the shop keep the item for you until you can afford it.
2) Rarity and price factor for "normal" items in regular shops
To compensate, regular shops will now have more flexible stocks. Each item that can be sold in regular shops will have a rarity (default: 1) and a price factor (default: 100). This, for example, will allow me to implement one of MAngband recent changes: potions of healing in the Temple. Since I don't want these to be available too often and for their base price, I'll put a high rarity and price factor on them.Leave a comment:
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MUAHAHAHAHAHAHAHAHA!!!!!
I have prepared a NASTY SURPRISE for all players of PWMAngband. No spoilers, you'll have to figure out this one by yourself.
Hint: it's a change from the forthcoming Vanilla Angband monster overhaul.
EDIT: ow... if you're currently playing a character with some timed effects active, you may find out easily because it's a new timed effect and the list is partly shifted one entry down so you may have the wrong effect when the change comes into play. I strongly encourage people to finish their char before the update
EDIT #2: nevermind, I'll put the effect at the end of the list for now so it'll remain hidden until discoveredLast edited by PowerWyrm; February 21, 2019, 08:13.Leave a comment:
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Was looking at Shapechangers again and found out something totally overpowered: AC calculated as full AC from equipment + half AC from the race. This was stupid (probably a bug -- I'm sure this was meant to be the average of the two, like it's done for hps).
Result: from now on, Shapechangers AC is now the average of equipment and race. Looking at TomeNET's code, they've added a lower cap so that people with low AC forms are not penalized, so I added that too: if the AC of the monster is lower than the AC of the equipment, then only equipment is kept so you don't get less AC than in player form.Leave a comment:
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- Moved on new servers. Website and the game itself now have separate servers (for security reasons);
- Game unbound from metaserver and you could download new version of the client to login directly to the game;
This new infrastructure make us more stable to DDOS and other problems; game server is now independent from domain and we could change it's IP at will
Yes, and distinct shops isn't good concept, that's why I'm proposing to make painting decorative-only action. It's not fun to restrict players shops types; each house should have possibility to sell any item.Leave a comment:
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New server http://angband.online/new-server/Leave a comment:
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"Also next major issue is lack of store flags"
This is the last thing I want to add for 1.2, and if I can the "named" inscriptions.Leave a comment:
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"The idea of coloring houses is to make one house distinctive from another one."
Well, you forget something important here... Any player can customize his house at will.
- Go to General Store
- Buy a scroll of House Foundation
- Buy some House Foundation Stones
- Go back and shape your house like you wish!!!
Painting door is just to make a distinct shop, not to differentiate houses.Leave a comment:
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HP bars: ave IDDQD! http://angband.online/hp-bars-ave-iddqd/
Powerwyrm, please could you consider this changes:
How to put item on sale in house? Guide doesn't state this info (Mang too), should be obvious, but I've tried some ways (@S, S & etc) and other player too.. No idea
There are some problem with this concept. It's looks pretty cool at first glance, but actually it's kinda problematic to multiplayer.
The idea of coloring houses is to make one house distinctive from another one. When we have a lot of players and a lot of houses on server - it's hard to find particular house to buy something, thats why players asked about painting. Eg. one player yell in 'trade' chat in discord that to the north of Hobbiton he sell a magical Dagger. There are loads of houses there, how to find right one? Colors helps us.
But if we restrict *house types* by coloring and in 'green' house you could put only potions.. it would make all people just paint houses to 'yellow' to be able to store there most if the items. It doesn't make sense at all.
Every player got 1 char. Every player needs a storage to place spare items there are sell some of them. They are various types (weapons, pots & etc), no point to restrict it. It make sense to sell them in any house (purpose of player store - make it easier to sell, when two players are in different timezones and it's hard to them to meet each other in person for trade).
Please could you consider to remove such restrictions. I would propose such stuff:
1) leave in place possibility to change store type 'icon' aka door type (BM, armoury, alchemy, temple) - it's really cool feature, which eg. TomeNET doesn't have. Add possibility for player to customize this icon at will, it would be kinda 'house sign' (btw I proposed it at TomeNET forum @ 2016 lol https://www.tomenet.eu/phpBB3/viewto...7&t=852&p=2564 ). To customize it - player could 'apply' certain item type on it (except potion):
- weapon to make weaponsmith
- armour - for armoury
- provisioner items (torch, flask) - for '1'
- food - tavern
- ring - BM
- amulet - XBM
- bible (book o holy prayers) - temple
- spellbook for library
- scroll for alchemy
OR just add a 'house' menu to be able to change sign for some gold throught it.
2) add possbility to _colorise_ house signs by potions
So there would be only one /real/ type of house, all other stuff would be decorative... I suppose it's alright if all houses would sell items at 2/3 of BM prices (so it would be 2x from common shop price), so players would rather buy stuff from other players, than from BM; good for game economy.
Eg I buy oil for 12 g from '1'. When I put it to my shop (in house) I could sell it minimum at 21 g
Also next major issue is lack of store flags:
*tried to raname topic to 'Gamedata customization' to continue this subject; but topic still got old name.. nvm*
Another important flag for customization lay in store.txt
I've noted this suggestion in PWMA development topic and PowerWyrm kindly agreed that he would look into it. As this functional could also be interesting to have in Angband, I want to post this idea here too, maybe we could discuss it and unravel some more interesting flags? Also maybe joint efforts could be combined to achieve this important customization mechanism.
Currently in store.txt there are two main flags which indicate how often item would appear in the shop:
The topic: is it possible in future to add more different flags for stores?
Now there is 'always' flag (spawn 40 stack of 40 items) and 'normal' (ocassionaly spawn 1-10 times). It would be fun to have something like this:
- always (spawn 10-20 items) // currently having always 40 items sounds quite anti-RPG style, moar rng!
- normal (5-10 items)
- rare (1-5 items)
- unique (1 item)
- never (to forbid certain item in Black Market)
Also right now it's not possible to have any special flags at BM, except 'always'. It would be fun to have possibility to customize it
Also maybe (if it's not too hard to implement) there could be two different types of flags for stores: quantity flags (determine how much items would appear in pile) and rarity (how often certain item type would appear). It would give possbility to create really precise store customization
So in monster.txt there is:
# drop: item type : item name : percent drop chance : min : max
# drop-base: item type : percent drop chance : min : max
# friends: chance: number: name
# friends-base: chance: number: name
with number being in xdy format
more consistent would be:
# drop: item type : item name : percent drop chance : number
# drop-base: item type : percent drop chance : number
# friends: name: chance: number
# friends-base: name: chance: number
& consistent for stores would be:
item: chance: numberLast edited by tangar; February 19, 2019, 12:52.Leave a comment:
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Thanks for an idea! I've tested stuff at fresh installation, added 1 by 1 files from my 'work' folder and found the problem: I put central (0,0) town 'T' in wild_info.txt in a wrong place (I miscalculated 43-radius coordinate)
So everything fine, there is no bug after allLeave a comment:
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/bug
reproducing:
0) purge \lib\user\save
1) create custom town
2) create character and login (custom town works arlight)
3) move to the east - you would see new wilderness auto-generated location
4) move back to the town
5) now move to the north (to "generate" new location)
6) client would freeze
7) if you would try to login again - you would have blank (black screen)
logs:
Code:170219 191239 Object flavors initialized... 170219 191239 Loading pref file: font.prf 170219 191239 Create TCP socket... 170219 191239 Set Non-Blocking... 170219 191239 Report to metaserver 170219 191239 Server is running version 1.2.0 (Beta 6) 170219 191239 Timer delay 13 ms timer resolution is 1 ms 170219 191241 Welcome ADMIN=nick@blackhole (*.*.*.*) (version 1206) 170219 191243 New Level 0ft at (0, 0) 170219 191243 Player Name is [ADMIN], id is 1 170219 191243 ADMIN: Server is no-selling. 170219 191243 ADMIN: Server is running version 1.2.0 (Beta 6) 170219 191243 ADMIN: 170219 191243 ADMIN: 170219 191243 ADMIN: ==================== 170219 191243 ADMIN: 170219 191243 ADMIN: 170219 191322 New Level 0ft at (1, 0) 170219 191323 New Level 0ft at (0, 0) 170219 191330 New Level 0ft at (1, 0) 170219 191331 New Level 0ft at (0, 0) 170219 191346 Shutting down. 170219 191346 Goodbye ADMIN=nick@blackhole ("Server shutdown (save succeeded)") 170219 191346 Server state save succeeded!
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Tileset update and custom maps http://angband.online/tileset-update-and-custom-maps/Leave a comment:
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