Here's the list of changes that have been implemented up to now:
- Monsters can whip or spit on the player from nearby
- Implement temporary monster flags (CAMOUFLAGE, AWARE, HANDLED)
- Monster groups act more as a group, with leaders and sometimes bodyguards
- Monster shapechanges
- Innate spells and cast spells have separate frequencies
- Tweak resist fraction and damage cap for high elements
- Add extra effects for some projection types
- Restore UNIX support
- Major overhaul of the monster list
- Tidying and documenting of monster allocation
- Deeper in the dungeon shallow monsters are less likely to appear
- Spiders can weave webs
- Add line for fragility in describe_curses()
- Monsters can teleport to the player
- Variable light and darkness are created by monsters, player gear and player
spells, and the player has a meter to measure the light level on their
square
- Monsters can have innate darkness around them
- Remove Shockbolt tileset
- Traps added that trigger on leaving their square
- Monster spells can have different levels depending on monster spell power
- Unify wounding spells
- Unify arrow spells, add shot and bolt spells
- Add missing Shapechanger spells
- Add shard balls
- Add a dummy golem in base town for target practice
- Add SMASH_WALL, changes to SHATTER blow effect
- Some font improvements
- Many fixes to bugs and memory leaks
- Nerf randarts
- Unnerf no_selling gold drops on early levels
- Adjust first cast experience for lots of spells
- Remove TMD_CUT_ constants
- New mode where all races gain experience at the same rate, except for
humans who are faster, and high-elves who are slower (PWMAngband: define
CLASSIC_EXP_FACTOR = false in mangband.cfg to activate this mode -- yeeks
are still faster and ents/thunderlords/dragons are still slower)
- The player now has a hunger meter, and food is more important
- Fancy lighting
- Take all rock colors down a shade
- Treasure in quartz as yellow
- Expand properties line in object.txt to level, weight, cost
- Expand combat line in object.txt to attack and armor
- Replace Lose Memories
- Simplify saved subwindow preferences
- Make Fortune Cookies single items in stores
- Make Dragons and Monks learn obvious object properties on carry
- Add throwing weapons
- Add some missing object descriptions
- Expand properties line in artifact.txt to level, weight, cost
- Expand combat line in artifact.txt to attack and armor
- Add extra moves and damage reduction
- Add TRAP_IMMUNE
- Make _Starlight more useful, replace Door Destruction with Darkness
- Fix for targeting of spells with multiple effects
- Make sure arcs include all the target path
- Stop fast monsters getting a turn before the player after being summoned by a trap
- Make timed healing fast metabolism, adjust nature spells
- New Hydra race
- Make stores always accept items with unknown runes in no-selling
- Fix outside of a couple of vaults
- Change vegetal monster base symbol to 'l', add 'l' monsters to the Old Forest
- Change stealing command to 's'
- Make stealing a bit easier
- Add Mushrooms of Shadows
Files updated: binaries only (source will come with first beta).
Files are available for download at the usual location: http://powerwyrm.monsite-orange.fr
Note: Gervais tileset hasn't been updated yet, so if you want to test this just stick to ASCII.
Development will continue until I catch up with Vanilla changes, add remaining PWMAng features and tackle the planned issues from Git repository.
- Monsters can whip or spit on the player from nearby
- Implement temporary monster flags (CAMOUFLAGE, AWARE, HANDLED)
- Monster groups act more as a group, with leaders and sometimes bodyguards
- Monster shapechanges
- Innate spells and cast spells have separate frequencies
- Tweak resist fraction and damage cap for high elements
- Add extra effects for some projection types
- Restore UNIX support
- Major overhaul of the monster list
- Tidying and documenting of monster allocation
- Deeper in the dungeon shallow monsters are less likely to appear
- Spiders can weave webs
- Add line for fragility in describe_curses()
- Monsters can teleport to the player
- Variable light and darkness are created by monsters, player gear and player
spells, and the player has a meter to measure the light level on their
square
- Monsters can have innate darkness around them
- Remove Shockbolt tileset
- Traps added that trigger on leaving their square
- Monster spells can have different levels depending on monster spell power
- Unify wounding spells
- Unify arrow spells, add shot and bolt spells
- Add missing Shapechanger spells
- Add shard balls
- Add a dummy golem in base town for target practice
- Add SMASH_WALL, changes to SHATTER blow effect
- Some font improvements
- Many fixes to bugs and memory leaks
- Nerf randarts
- Unnerf no_selling gold drops on early levels
- Adjust first cast experience for lots of spells
- Remove TMD_CUT_ constants
- New mode where all races gain experience at the same rate, except for
humans who are faster, and high-elves who are slower (PWMAngband: define
CLASSIC_EXP_FACTOR = false in mangband.cfg to activate this mode -- yeeks
are still faster and ents/thunderlords/dragons are still slower)
- The player now has a hunger meter, and food is more important
- Fancy lighting
- Take all rock colors down a shade
- Treasure in quartz as yellow
- Expand properties line in object.txt to level, weight, cost
- Expand combat line in object.txt to attack and armor
- Replace Lose Memories
- Simplify saved subwindow preferences
- Make Fortune Cookies single items in stores
- Make Dragons and Monks learn obvious object properties on carry
- Add throwing weapons
- Add some missing object descriptions
- Expand properties line in artifact.txt to level, weight, cost
- Expand combat line in artifact.txt to attack and armor
- Add extra moves and damage reduction
- Add TRAP_IMMUNE
- Make _Starlight more useful, replace Door Destruction with Darkness
- Fix for targeting of spells with multiple effects
- Make sure arcs include all the target path
- Stop fast monsters getting a turn before the player after being summoned by a trap
- Make timed healing fast metabolism, adjust nature spells
- New Hydra race
- Make stores always accept items with unknown runes in no-selling
- Fix outside of a couple of vaults
- Change vegetal monster base symbol to 'l', add 'l' monsters to the Old Forest
- Change stealing command to 's'
- Make stealing a bit easier
- Add Mushrooms of Shadows
Files updated: binaries only (source will come with first beta).
Files are available for download at the usual location: http://powerwyrm.monsite-orange.fr
Note: Gervais tileset hasn't been updated yet, so if you want to test this just stick to ASCII.
Development will continue until I catch up with Vanilla changes, add remaining PWMAng features and tackle the planned issues from Git repository.
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