Beta version of PWMAngband 1.2.0 released

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  • tangar
    replied
    Detection magic rebalance http://angband.online/detection-magic/

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  • tangar
    replied
    Locations: http://angband.online/faq/locations/

    Powerwyrm, do you have a map of the world? I wanna create non-spoiler map of the world with names, but without precise points on the map. So if you have full map saved as a picture, please could you share it. If not, I'll make some screenshotting with admin char to do it, but it won't be easy (cause map isn't movable and I have to fly around the world)

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  • tangar
    replied
    /rfe

    1) add possibility to move ctrl+w map (it's huge and you see only part of it.. to check other regions you need to move across the sector). TomeNET recently made new map interface

    2) add admin char features:
    - to have enlightment at level
    - to be able to teleport to player (would be fun to have 'next' button - which allow to move from one play to another fast, to check cheating)
    - to teleport all players to closes town (for server restart)

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  • tangar
    replied
    Mysterious girls and Farmer Maggot

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  • tangar
    replied
    Originally posted by PowerWyrm
    "player found this artifact @ -1450, but now he can not drop it, even @ -1750 "
    Evenstar is a level 40 artifact, you cannot drop it below 2000ft.
    Damm it makes player to hold OOD artifact for long time.. and if it's heavy and not needed it could be a problem.

    Is it possible to rework 'ARTIFACT_DROP_SHALLOW' and make depth at which this artifact was found - default one? So even 40 lvl art could be dropped earlier if it was found as OOD item at lower depth. If it's too much efforts (we have more critical issues) - np, I'll just turn this option off.
    Last edited by tangar; February 1, 2019, 21:44.

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  • PowerWyrm
    replied
    "some weapons and armour can not be put on sale till you would wear and take it off"

    Not a bug. Wearable items aren't fully identified until you wear them. Intended.

    "after a purchase gold dissapears. it do not appear on the floor (plenty of space) "

    You mean from player shop? Oh crap, if that's the case, then something broke horribly. I need to check that.

    "player found this artifact @ -1450, but now he can not drop it, even @ -1750 "
    Evenstar is a level 40 artifact, you cannot drop it below 2000ft.

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  • tangar
    replied
    /bug

    we got:
    Code:
    # Option: allow people to drop true artifacts above their base depth.
    ARTIFACT_DROP_SHALLOW = false


    It's source:
    Code:
    name:'Evenstar'
    base-object:amulet:Jewel
    graphics:":d
    info:40:3:25000
    alloc:2:30 to 70
    flags:HOLD_LIFE | SUST_CON | SUST_WIS | REGEN
    values:WIS[2] | RES_DARK[1] | RES_COLD[1] | RES_NETHER[1]
    act:RESTORE_LIFE
    time:150
    desc:A plain white jewel, given by Queen Arwen to Frodo Baggins before his
    desc: return to the Shire.
    player found this artifact @ -1450, but now he can not drop it, even @ -1750

    Could it happen because I've recently changed 'phial of undeath' and some ID become messed up? But I didn't change anything in 'Evenstar'. Now 'udeath' is:

    Code:
    name:of Undeath
    base-object:light:Phial
    graphics:~:y
    info:5:10:0
    alloc:0:5 to 100
    power:0:1d1:0:0:0
    flags:NO_FUEL | ESP_UNDEAD | NO_ACTIVATION | FREE_ACT
    values:LIGHT[3] | STR[-4] | INT[-4] | WIS[-4] | DEX[-4] | CON[-4] | SPEED[3]
    curse:siren:100
    curse:teleportation:100
    desc:It appears like the Phial of Galadriel at first - but wait! It
    desc: is a cursed phial created by an evil wizard to lure adventurers
    desc: into wielding it unknowingly.

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  • tangar
    replied
    /bug

    1) some weapons and armour can not be put on sale till you would wear and take it off. Eg:


    a) it's fully identified.
    b) but you cant post it on sale.
    c) if you would wear it at youself and take off - you could post it on sale


    2) after a purchase gold dissapears. it do not appear on the floor (plenty of space)

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  • tangar
    replied
    Great Thank you!

    New PWMAngband 1.2.0 beta 4 released! http://angband.online/new-pwmangband...ta-4-released/
    Mapping and Phial of Undeath: http://angband.online/mapping-and-phial-of-undeath/

    I'm too sleepy to implement all the stuff right now; I've updated server, but would look into starting equipment tomorrow.
    Last edited by tangar; January 31, 2019, 20:36.

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  • PowerWyrm
    replied
    New PWMAngband 1.2.0 beta 4 released!

    Few fixes and rebalancing issues.

    List of changes:

    - Revert AUTO_DUMP server option to automatically transfer death dumps to the client
    - Kick out starving players only if their disturb_faint option is true
    - Make players without birth_start_kit set start with an amount of gold at least equal to the value of the items they don't get
    - Fix description when looking at a player and pressing 'r'
    - Make Deep Nights only empty the lights of hostile players
    - Give players starting food/light for free no matter if birth_start_kit is set or not

    Client has been updated. Players must get the new client to play on beta 4 servers.

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

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  • PowerWyrm
    replied
    Flavored items don't ID themselves until you know the flavor. You have to ID by use. It's the case for consumables (scrolls, potions, wands..), but also rings an amulets. For scroll, you read. For potion, you quaff. For rings and amulets, you equip them. If they still don't ID, then they have an activation and you also need to activate them.

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  • tangar
    replied
    players report /bug

    sometimes rings do not IDentify even if you know all the runes on it; and it would identify only after you drop it in the ground and pick up

    // I also remeber having something like this

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  • tangar
    replied
    1) Do we have admin console? I found info about it @ \src\server\control.c
    I need to know what to do if we would have some troublemakers on the server (to kick/ban) cause & menu doesn't have such options.

    There is some info about TN console: http://www.tomenet.eu/phpBB3/viewtopic.php?t=749 , is it relevant for PWMA?

    2) Where I could take state of the server to create server status? MAng and TN got special metaserver API I suppose; do we have something like this, even if it's raw?

    I'm not sure, but maybe the easiest way is to analyze .txt file which would contain '@' info (could be updated every time when new player enters/exist the game); then it would be easy enough to take this values via PHP.

    Or maybe it's possible to create a script which would connect server and send query to check online?

    3) At the same time it would be fun to port staff from the game to discord channel. MAng got it (donno how). TN got it bridged to IRC, code could be found:
    \src\world\world.c
    /* Integrate server-directed chat */
    case WP_IRCCHAT:
    /* only relay all for now */
    if (ccl->authed && ((ccl->authed>0) || secure.chat)) {
    char msg[MSG_LEN], *p = wpk->d.chat.ctxt;
    client_all = client_chat = client_ctrlo = 0;
    /* strip chat codes and reinsert them at the beginning */
    if (*p == '\374') {
    client_all = 1;
    p++;
    } else if (*p == '\375') {
    client_chat = 1;
    p++;
    }
    .......
    It's definitely not critical stuff, just to think about it
    Last edited by tangar; January 31, 2019, 12:21.

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  • tangar
    replied
    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

    Originally posted by PowerWyrm
    WARNING: this also changes the type of house, so if you throw a green potion, the only things you will be able to store are items you usually find in the Temple. By default, every house is a "black market" type (you can store anything and sell for BM price). Throw a "yellow" potion to change to "Home", which is the less restrictive.
    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.
    Last edited by tangar; January 31, 2019, 11:01.

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  • tangar
    replied
    Thanks for info, I'll add it to FAQ Considering 2 houses - yep, it's fun. I like this restriction, makes player make decisions, not just buy everything he see.

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