PWMAngband's long walk towards 1.3.0 has started...

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  • tangar
    Veteran
    • Mar 2015
    • 1004

    #16
    Awesome Everything works perfectly!

    Please could you add source for 'PWMAngband 1.3.0 (beta 0)'?
    https://tangaria.com - Angband multiplayer variant
    tangaria.com/variants - Angband variants table
    tangar.info - my website ⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽
    youtube.com/GameGlaz — streams in English ⍽ youtube.com/StreamGuild — streams in Russian

    Comment

    • tangar
      Veteran
      • Mar 2015
      • 1004

      #17
      /rfe to add possibility to assign
      # Option: max number of townies in town (-1 for no max).
      MAX_TOWNIES = ...
      to specific locations. Eg big towns are alright to have 100 townies, but tiny villages could have like 20 max

      Currently I'm wanna add a lot of animals and birds to the first village



      Other parts of location (outside of mountains) would be 'closed' by mountains, so nothing would respawn there. So if there would be 100 townies (default value) restriction there - it would overflow newbie location.
      https://tangaria.com - Angband multiplayer variant
      tangaria.com/variants - Angband variants table
      tangar.info - my website ⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽
      youtube.com/GameGlaz — streams in English ⍽ youtube.com/StreamGuild — streams in Russian

      Comment

      • PowerWyrm
        Prophet
        • Apr 2008
        • 2987

        #18
        Implemented. The cfg option MAX_TOWNIES has been removed and replaced by an entry in town.txt for each town:

        # Bree
        name:Bree
        wpos:-15:20
        max-townies:100
        PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

        Comment

        • tangar
          Veteran
          • Mar 2015
          • 1004

          #19
          Originally posted by PowerWyrm
          Implemented. The cfg option MAX_TOWNIES has been removed and replaced by an entry in town.txt for each town:

          # Bree
          name:Bree
          wpos:-15:20
          max-townies:100
          Yay! Can't wait to see it live :E~~
          https://tangaria.com - Angband multiplayer variant
          tangaria.com/variants - Angband variants table
          tangar.info - my website ⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽
          youtube.com/GameGlaz — streams in English ⍽ youtube.com/StreamGuild — streams in Russian

          Comment

          • tangar
            Veteran
            • Mar 2015
            • 1004

            #20
            Please could you add 'FRIEND' flag - for creatures which player wouldn't attack by default just by coming nearby

            currently there is WANDERER flag in \src\server\mon-move.c
            /* Wanderers ignore level 1 players unless hurt or aggravated */
            FRIEND could be like WANDERER, but currently if you come in melee range - you would automatically attack creature and it would aggro; so the only way to avoid attacking is not coming close. It would be great to make friendly creatures, which player could attack like players in this pvp mode:

            PVP_HOSTILITY = 2
            # 2 = Normal mode: one player hostile triggers hostility for both players
            It would give possibility to avoid killing animals and birds accidentally (it's always a pity to kill poor things). Also it would be possible to add 'guards' NPCs in some big towns *thumbs up*.. and even real neutral monsters in dungeons
            https://tangaria.com - Angband multiplayer variant
            tangaria.com/variants - Angband variants table
            tangar.info - my website ⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽
            youtube.com/GameGlaz — streams in English ⍽ youtube.com/StreamGuild — streams in Russian

            Comment

            • PowerWyrm
              Prophet
              • Apr 2008
              • 2987

              #21
              Like the NO_BLOW from TomeNET? Ok I'll add that.
              PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

              Comment

              • tangar
                Veteran
                • Mar 2015
                • 1004

                #22
                Yeah Thanks!

                1) /bug (?)
                I've noticed that EASY flag doesn't work (cause even without this flag stuff like LOS | PROJECT | PASSABLE | TORCH is passable by running)

                2) please could you replace amb_thunder_roll.mp3 with this one https://drive.google.com/open?id=1lt...JPecYYSEjkH6YM
                I've reduced low freq. a bit, cause currently my windows tremble when this sound appear (it sounds when night falling)
                Last edited by tangar; June 12, 2019, 16:59.
                https://tangaria.com - Angband multiplayer variant
                tangaria.com/variants - Angband variants table
                tangar.info - my website ⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽
                youtube.com/GameGlaz — streams in English ⍽ youtube.com/StreamGuild — streams in Russian

                Comment

                • PowerWyrm
                  Prophet
                  • Apr 2008
                  • 2987

                  #23
                  Originally posted by tangar
                  Yeah Thanks!

                  1) /bug (?)
                  I've noticed that EASY flag doesn't work (cause even without this flag stuff like LOS | PROJECT | PASSABLE | TORCH is passable by running)

                  2) please could you replace amb_thunder_roll.mp3 with this one https://drive.google.com/open?id=1lt...JPecYYSEjkH6YM
                  I've reduced low freq. a bit, cause currently my windows tremble when this sound appear (it sounds when night falling)
                  The EASY flag currently does nothing.
                  PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

                  Comment

                  • PowerWyrm
                    Prophet
                    • Apr 2008
                    • 2987

                    #24
                    SONS OF THE NIGHT REJOICE!!!

                    Rogue characters are now able to steal from monsters, how about that!!!
                    PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

                    Comment

                    • tangar
                      Veteran
                      • Mar 2015
                      • 1004

                      #25
                      Interesting! A few questions:

                      1) How does it work? Is it kinda spell?
                      2) What would happen if rogue first steal something and afterwards kill that monster - would he get income from it? (double generated loot). Or monster from which item was stolen would drop less stuff?
                      3) How this addition would influence on 'item density' and game economy?

                      Maybe it's should be a possibility to steal only special rogue-exclusive items, to prevent influence on game's economy.. Like special potions (healing or poison to apply) which only rogue could use.. Or maybe this items could be kinda 'reagent' for more powerful rogue skills, eg: to use skill 'poison dagger' rogue need reagent 'poison essense' which he could steal from humanoids; or 'smoke bomb' to go to stealth without preparation... Or just some decorative items for houses (I plan to add a lot of such stuff in future)?

                      Just some thoughts I'm a bit afraid of stealing in roguelikes cause it could kinda 'force' players to play rogue to get profit and scum game.. Like stealing from stores in TomeNET which ruins economy and EL/NE gameplay experience imho (but IDDC stealing was fixed pretty good recently) :E

                      At the same time having 'crafting' professions like fishing (stealing could also be called somewhat like crafting), which won't give much useful stuff could be an interesting addition. If stealing wouldn't give too much profit it definitely could become interesting in-game hobby
                      Last edited by tangar; June 14, 2019, 21:20.
                      https://tangaria.com - Angband multiplayer variant
                      tangaria.com/variants - Angband variants table
                      tangar.info - my website ⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽
                      youtube.com/GameGlaz — streams in English ⍽ youtube.com/StreamGuild — streams in Russian

                      Comment

                      • Pete Mack
                        Prophet
                        • Apr 2007
                        • 6883

                        #26
                        No. You can't get additional loot from an individual monster, including uniques--even if they appear on a new level.

                        Comment

                        • PowerWyrm
                          Prophet
                          • Apr 2008
                          • 2987

                          #27
                          Originally posted by tangar
                          Interesting! A few questions:

                          1) How does it work? Is it kinda spell?
                          2) What would happen if rogue first steal something and afterwards kill that monster - would he get income from it? (double generated loot). Or monster from which item was stolen would drop less stuff?
                          3) How this addition would influence on 'item density' and game economy?

                          Maybe it's should be a possibility to steal only special rogue-exclusive items, to prevent influence on game's economy.. Like special potions (healing or poison to apply) which only rogue could use.. Or maybe this items could be kinda 'reagent' for more powerful rogue skills, eg: to use skill 'poison dagger' rogue need reagent 'poison essense' which he could steal from humanoids; or 'smoke bomb' to go to stealth without preparation... Or just some decorative items for houses (I plan to add a lot of such stuff in future)?

                          Just some thoughts I'm a bit afraid of stealing in roguelikes cause it could kinda 'force' players to play rogue to get profit and scum game.. Like stealing from stores in TomeNET which ruins economy and EL/NE gameplay experience imho (but IDDC stealing was fixed pretty good recently) :E

                          At the same time having 'crafting' professions like fishing (stealing could also be called somewhat like crafting), which won't give much useful stuff could be an interesting addition. If stealing wouldn't give too much profit it definitely could become interesting in-game hobby
                          1) Same command as stealing from players. This means you have to activate NO_STEALING=false in the cfg file. Note: for PWMAngband, you can only steal from sleeping monsters, and doing so wakes them up.
                          2) Item stolen is taken directly from monster inventory so if you kill the monster afterwards, you will get one less item. If the monster has nothing in inventory, you get nothing.
                          3) No change
                          PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

                          Comment

                          • tangar
                            Veteran
                            • Mar 2015
                            • 1004

                            #28
                            Sounds fun

                            Maps are in Tiled and classes rework
                            Last edited by tangar; June 17, 2019, 22:44.
                            https://tangaria.com - Angband multiplayer variant
                            tangaria.com/variants - Angband variants table
                            tangar.info - my website ⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽
                            youtube.com/GameGlaz — streams in English ⍽ youtube.com/StreamGuild — streams in Russian

                            Comment

                            • tangar
                              Veteran
                              • Mar 2015
                              • 1004

                              #29
                              Locations schemes implemented
                              https://tangaria.com - Angband multiplayer variant
                              tangaria.com/variants - Angband variants table
                              tangar.info - my website ⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽
                              youtube.com/GameGlaz — streams in English ⍽ youtube.com/StreamGuild — streams in Russian

                              Comment

                              • PowerWyrm
                                Prophet
                                • Apr 2008
                                • 2987

                                #30
                                I just found out that the game was crashing when entering the Brandywine Bridge area because of changing feature from byte to short int to allow more than 255 of them. Since I'm fed up manually editing that file each time the loading/saving code is touched, I've trashed it and replaced it with a town file (town_brandywine.txt) which should have roughly the same design.

                                File has two small areas of grass on the left and right, a big bridge in the middle and rest should be 50% water 50% grass. Townies are limited to 10 and should include Otho and Lobelia.
                                PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

                                Comment

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