Beta version of PWMAngband 1.2.0 released

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  • tangar
    replied
    /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!
    It looks like character 'freeze' in a limbo :E

    Leave a comment:


  • tangar
    replied
    Server updated!

    New PWMAngband 1.2.0 beta 6 released! http://angband.online/new-pwmangband...ta-6-released/

    Also tileset revamp finished at last

    Leave a comment:


  • tangar
    replied
    Arrrr!~ Great DD

    I'll update server soon, almost finished tileset remap

    Leave a comment:


  • PowerWyrm
    replied
    New PWMAngband 1.2.0 beta 6 released!

    Dragon rebalance + some fixes + other stuff

    - Fix crash when flickering multi-hued players, party leaders and elementalists
    - Move dragon breed info to dragon_breed.txt
    - Add customizable experience penalty to each dragon breed
    - Tweak commonness of dragon breeds to make better ones rarer, make ethereal drake much rarer
    - Make white/blue/red/black dragons immune to cold/lightning/fire/acid
    - Make Ents vulnerable to fire but decrease their experience penalty a bit
    - Display a message when monks get encumbered by armor
    - Fix bolt/ball/breath spells not damaging wraithed players
    - Allow customized maps for each town except base town (Carn Dûm), set MAngband-style town by default if the corresponding town_xxx.txt file doesn't exist
    - Allow one dungeon in each customized town
    - Revert "Make wraithed players also get the IMPAIR_HP flag"
    - Make permanent wraithform drain hp and prevent regeneration while the wraithed player stands inside non-passable terrain
    - Rebalance player invisibility a bit, nerf permanent invisibility (except for ghosts)
    - Make wraithform and invisibility consume a lot of food
    - New command in stores: Browse a book ('b') or Peruse a book ('P')

    Client has been updated. Players must get the new client to play on beta 6 servers.

    Files are available for download at the usual location: http://powerwyrm.monsite-orange.fr

    Leave a comment:


  • PowerWyrm
    replied
    Town customization expanded.

    1) It is now possible to add ONE dungeon inside a custom town, like it is possible for game-generated towns: first, add a down staircase symbol ('>') in town_xxx.txt at the location you want your down staircase to be; second, add your dungeon in dungeon.txt with its name, world position (which should be the same as the town position in town.txt), flags and rules.

    2) It is now possible to make the game start in a custom town: first, set your town name and location AS THE FIRST ENTRY in town.txt (remember: DON'T TOUCH THE SECOND ENTRY, it SHOULD be Carn Dûm otherwise the game will be unplayable); second, create your town layout and save it as town_xxx.txt (see Bree and other pre-defined towns as example); third, add a starting point ('x') which should preferentially be placed in the middle of the "Tavern" (building labeled '8' consisting of "safe floor" tiles -- see pre-defined towns for examples of placing the tavern); and finally, add a town symbol ('T') on the metamap in wild_info.txt

    Leave a comment:


  • PowerWyrm
    replied
    Browsing books in shop is now possible. I hope I didn't break spells outside of shops...

    Leave a comment:


  • tangar
    replied
    Awesome!

    Dragons and graphics http://angband.online/dragons-and-graphics/

    Leave a comment:


  • PowerWyrm
    replied
    Today I rebalanced wraithform and invisibility.

    Wraithform:
    - prevents regen and drains 1 hp per turn while standing on non-passable terrain (same penalty as necromancers in undead form)
    - consumes a lot of food

    Invisibility:
    - is now a flag: a monster can see a player or not (until attacked, on which case the invisibility drops and the monster reacts normally), no more randomness
    - is less likely to fool mobs (depending on monster level)
    - consumes a lot of food

    This should make both useful but not OP.

    Leave a comment:


  • tangar
    replied
    Great! Can't wait for the new release..

    Leave a comment:


  • PowerWyrm
    replied
    "When in walls, you're NOT immune to other's attacks."

    I'm having some doubt now... ok i'll do some more testing, since I've seen a shardstorm breathe shards on a wraithed char without getting the "you resist the effect" message.

    EDIT: there's definitely a bug. It concerns breath attacks. Since breath code has been ported from V, wraithed players are immune to breath because the code checks for walls and rejects the location if it's a wall. Wasn't the case before. Doesn't occur for any other attack (a Shadow using "slow" and "nether bolt" was working fine).

    I'll fix the problem with breaths.

    EDIT: the problem also occured with ball spells (same as breaths -- new V code didn't take into account the fix from MAng) and bolt spells (smart mobs were discarding their bolt spells because they were not projectable).

    This is now fixed. I hope there are no more issues with this.
    Last edited by PowerWyrm; February 13, 2019, 15:05.

    Leave a comment:


  • PowerWyrm
    replied
    Originally posted by tangar
    I see, thanks. But maybe it's possible to add new profile 'custom' which would take structure from town.txt or just would have hardcoded town_start.txt as 1st town? Another approach - new profile could 'wipe' hardcoded map and put on it's place new town_start.txt

    This is very critical issue, because without it I can not implement really awesome idea - to draw new world map which I've already started http://angband.online/new-map-coming/
    Nah no need for custom profile. What I will try to do (I think it's possible) is to remove the hardcoded profile for towns and simply put "mang_town" as default in case the town doesn't exist. So it goes like this:

    - wild_info.txt has a 'T' symbol at position x,y
    - town.txt has town "foo" at position x,y
    - game checks if file town_foo.txt exists
    - if the file exists, the game uses the profile (map) inside that file to generate the town
    - if the file doesn't exist, the game uses the mang_town profile to generate the town

    The only hardcoded profile that will remain is for base town (Carn Dûm) which should always be the second entry in town.txt.

    Leave a comment:


  • tangar
    replied
    Originally posted by PowerWyrm
    Unfortunately I checked the code again... profile "mang_town" is hardcoded for the starting town, that's why you get the "Mangband" layout even if you put Bree as your starting town. For the same reason, profile "town" is hardcoded for the base town (Carn Dûm). These cannot be changed.
    I see, thanks. But maybe it's possible to add new profile 'custom' which would take structure from town.txt or just would have hardcoded town_start.txt as 1st town? Another approach - new profile could 'wipe' hardcoded map and put on it's place new town_start.txt

    This is very critical issue, because without it I can not implement really awesome idea - to draw new world map which I've already started http://angband.online/new-map-coming/
    Last edited by tangar; February 13, 2019, 10:12.

    Leave a comment:


  • PowerWyrm
    replied
    Originally posted by tangar
    Of coruse, I did it, it doesn't help.

    To reproduce bug:

    1) download new PWMA package
    2) purge PWMAngband_120_bin\lib\user\save folder
    3) change town.txt (for example, put Bree town on top)
    4) run server & connect
    5) you would see that coordinates and town name are changed, but there is a Hobbiton layout, not Bree one
    Unfortunately I checked the code again... profile "mang_town" is hardcoded for the starting town, that's why you get the "Mangband" layout even if you put Bree as your starting town. For the same reason, profile "town" is hardcoded for the base town (Carn Dûm). These cannot be changed.

    Leave a comment:


  • PowerWyrm
    replied
    Forgot to reply yesterday, but dragons have been rebalanced.

    "It would make people 'reroll' characters. It's online game, MMORPG.. People scumm in such games in all their strenght "

    Cannot do much about this. At least you need to level up to charlevel 5 a race that has 450% xp penalty. Not trivial if you want to play a class that will benefit from the dragon's powers (monk). In the early days, the transformation to baby dragon was occuring at level 10 which made scumming way less possible (would take probably one hour to level up a dragon to 10 without weapon or ranged). I felt it was more logical to have transformation at levels 5/15/25/35/45/50 instead of 10/20/30/40/45/50 simply because it made transitions to ancient dragon and wyrm too abrupt.

    Frankly it's players' choice if they want to scum hours for a power dragon form, and then die at level 40 to Ungoliant and restart from scratch.

    "One player reported it for Ethereal dragon. Then it should be a bug?"

    Don't think so.

    "he won't have fire immunity? It makes gap between power dragon and simple one even bigger."

    Balance #1: the 4 base dragons (red, blue, white, black) now have immunity, others only resistance.

    "All this groups should have different XP rate or should be heavely rebalanced."

    Balance #2: each breed now has a different xp factor, which MULTIPLIES the base factor of 450%. Currently, base dragons have a factor of 100 (so 450% penalty) while power dragon has a factor of 200 (so 900% xp penalty), while others in between have a factor of 120-180.

    "TomeNET dragonian balance"

    This is Draconian, not Dragon. Here we have Thunderlords instead. Completely different story...

    "The problem: there shouldn't be WORSE CHOICE. The 'good' balance of the game is to make everything useful under certain circumstances."

    Balance #3: hardcoded stuff has been pulled out of code and put into dragon_breed.txt. If you feel the dragons are not balanced, feel free to fine tune from the txt file. This now also includes comonness of the breed, so if you feel some breed should be made more common or rarer, do so in the txt file.

    "Spiders, beholders (start as a floating eye yay)... Also undead races could use the same principles (evolving in time). "

    Sorry, but this will NEVER happen. PWMAngband is not Pos****Band. If you want to play as a beholder, start a Shapechanger and scum for the form.

    "Ethereal dragon"

    - will keep breath (you need a ranged attack, even if it's bad like nether)
    - will keep wraith, but with a nerfed version (need to think about what I can do)
    - will lose invis (too powerful as a permanent ability -- dunno maybe increase stealth instead? dragons have so poor stealth giving back some would be ok I guess)

    Leave a comment:


  • tangar
    replied
    [03:26] Dawndeath: stuf is saved in the savefile, so for your cahnges to work you need to wipe the server savefile and restart anew :frowning:
    Of coruse, I did it, it doesn't help.

    To reproduce bug:

    1) download new PWMA package
    2) purge PWMAngband_120_bin\lib\user\save folder
    3) change town.txt (for example, put Bree town on top)
    4) run server & connect
    5) you would see that coordinates and town name are changed, but there is a Hobbiton layout, not Bree one

    Leave a comment:

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