Development version of PWMAngband 1.4.0 released for testing

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • PowerWyrm
    Prophet
    • Apr 2008
    • 2986

    Development version of PWMAngband 1.4.0 released for testing

    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.
    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!
  • PowerWyrm
    Prophet
    • Apr 2008
    • 2986

    #2
    New version released with the following changes:

    - Add aquatic monsters
    - Track number of thefts, reduce drops of uniques accordingly
    - Add option to play again on death
    - Replace Satisfy Hunger with Remove Hunger
    - Add new foods
    - Enlarge character resist display
    - Nerf rings of Escaping
    - Make being teleported wake monsters
    - Stop lore saying undead don't resist nether
    - Add light level meter
    - Pressing another macro clears choice menu when a first macro lacks item
    - Adjust some player race heights
    - Make player not learn slays for monsters they can't see
    - Add trap immunity, move speed and damage reduction as possible randart properties

    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: all commits from V ported up to the official 4.2.0 release. So the last 3 things to implement are:
    - bugfixes and improvements from V for 4.2.0
    - Git issues for PWMAngband set for 1.4.0 release
    - Gervais tileset with all the new stuff
    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

    • Grotug
      Veteran
      • Nov 2013
      • 1631

      #3
      Something I wanted to ask about V: why are rings of escaping nerfed? Even at <+4> the rings were pretty bad in my opinion. At <+2> they are a veritable joke. Anyway, I think I'm going to try out your variant soon.
      Beginner's Guide to Angband 4.2.3 Part 1: https://www.youtube.com/watch?v=m9c9e2wMngM

      Detailed account of my Ironman win here.

      "My guess is that Grip and Fang have many more kills than Gothmog and Lungorthin." --Fizzix

      Comment

      • Pete Mack
        Prophet
        • Apr 2007
        • 6883

        #4
        Some people occasional dual wield them, apparently. But they mess up spell success rate along with melee, so there's not much use IMO. Ring of Mouse is way, way better.

        Comment

        • tangar
          Veteran
          • Mar 2015
          • 1004

          #5
          Awesome update! Aquatic monsters, option to play again on death, character resist display, new randart properties (-> new race/class properties!).. It's life-changing stuff

          Originally posted by Grotug
          Something I wanted to ask about V: why are rings of escaping nerfed? Even at <+4> the rings were pretty bad in my opinion. At <+2> they are a veritable joke. Anyway, I think I'm going to try out your variant soon.
          I've also nerfed this rings in Tangaria (~ year ago) - they still give +4 speed, but you pay a very good price for it.. Spoiler could be found there: https://tangaria.com/data/objects/.. +4 speed is imba at the start of the game, especially for archer =)
          Last edited by tangar; March 14, 2020, 04:46.
          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

          • Derakon
            Prophet
            • Dec 2009
            • 9022

            #6
            Yeah, once you make the decision to give permanent speed on early-game gear, you find yourself with a very tricky balance problem. In Vanilla the downside doesn't even stack, so if you're going to wear one there's very little reason not to wear two.

            Comment

            • DrWho42
              Adept
              • May 2019
              • 192

              #7
              thanks for all the changes!
              avatar by chuckdrawsthings. thanks chuck!

              bootleg fishcenterlive

              🌲link🌲tree🌲

              Comment

              • PowerWyrm
                Prophet
                • Apr 2008
                • 2986

                #8
                New version released with the following changes:

                - Stop block fall trap crash
                - Fix a few small bugs
                - Nerf death wings/golems
                - Remove Unlife pits (we already have golem and elemental pits)
                - Reorganise player-attack
                - Increase bigger weapon dice chance
                - V-combat throwing
                - Modify some artifacts
                - Make ent draughts nourish like honey-cakes
                - Harmonise plurals of hydra
                - Change order of messages when taking items off
                - Detarget teleported monsters if out of LoS
                - Add j/k keys for scrolling help text
                - Nerf Recharge effect
                - Make stunning kill fastcast, tap devices stun
                - Halve device damage boosts
                - Give some monsters orb of draining
                - Fix resource leak (file descriptor not closed)
                - Grammatical and spelling fixes
                - Simplify Term_fresh
                - Give ATTR_FLICKER to Cantoras and Gilim
                - Give Alchemist's gloves better armor
                - Arrange town shops along streets
                - Light hidden squares in town
                - Un-hardcode hybrid monsters by adding a HYBRID flag
                - Make sure every extra projection effect has a message
                - Show plater grid trap or terrain on status line
                - Make items with random resists also ignore that element
                - Allow player to be pushed into traps, webs or objects by earthquakes
                - Add README file
                - Replace hardcoded flicker table with one from a config file
                - Implement color cycling
                - Nerf to Mana Channel
                - Make Cover Tracks reduce monster hearing and sight as well as smell
                - Major changes to blackguards
                - Don't show negative values in spell info
                - Add player_property.txt
                - Fix incorrect number of bytes read from Packet_scanf() calls
                - Add browsing of player abilities
                - GCU port fixes
                - Changed Term_resize() to handle all of the saved stack of terminals
                - Add movement speed to status line
                - Make birth_ai_learn learn from breath attacks
                - Make birth_ai_learn on by default
                - Make monsters at preferred range more likely to cast spells
                - Prevent randart launchers from getting negative multipliers
                - New option: Use white color for torch-lit grids in towns
                - Replace specific skeletons by general skeletons, rework Raise effect

                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: this is now on par with current V.
                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

                Working...
                😀
                😂
                🥰
                😘
                🤢
                😎
                😞
                😡
                👍
                👎