Angband Forums

Angband Forums (
-   Variants (
-   -   Tangaria (multiplayer variant) (

tangar March 25, 2020 19:13

Tangaria (multiplayer variant)
In this topic I'll post announces considering Tangaria development. - multiplayer roguelike game; variant based at PWMAngband. In addition to traditional roguelike features, it has MMORPG-like gameplay: real-time (which become turn-based when your character is injured), PvE in a group, trading between players, the real economy, PvP, etc


What's new:
Monsters & tileset revamp!

-- angels are back. Maia is still there but, they appear much rarer and in forms of 'spirits' as something between wraith and elementals; while angels have a physical humanoid form. Except returning classic Angband regular angels (Angel, Archangel, Cherub, Seraph, Fallen angel, Archon) and bosses (Uriel, Azriel, Gabriel), I've added Michael, Raphael, Lucifer.. and Lilith. Last two ones replaced PWMA Nether Realms bosses...

-- ..speaking of which - Xakaze, Father of Abomination become the leader (72 lvl boss) of new 'mutant' race family (includes mutant-monsters like a squire, paladin, fighter, warrior, mage, etc). These poor weird creatures trying to find their own place in the new world. Mutants 'Resistance' is not too powerful organization yet, but they are trying hard... to turn the world upside down.. some of them at least // there will be separate lore on the website about mutants and all new races. Also, Lilith and Lucifer are temporary bosses - right now I'm creating new lore concept, more info in next post.

-- djinns (and female jinni) - they will become a new separate monsters 'base' family; for now, I've revamped some V maia to djinns. Soon player will be able to find djinn lamps which he could try to rub to get lucky.. or not.

-- fey, pixies and fairies - another new monster family. Some of them live in mushrooms areas and even taught them to talk...

-- As we got pixies - we will need unicorns (not a joke!). ZAngband (and TomeNET, which adapted some ZA monsters) already had Unicorn of Order; which I've added (as always, with the rework of its characteristics and lore). And we got some more beautiful unicorns (Shtukensia approves!). Better do not slay these innocent beasts - you could become unlucky, people say.

-- several new variations of tree/ent monsters (V added some, which I multiplicated over levels - Strange dry tree, Young ent, young huorn, etc). Not all of these monsters should be killed when you meet them. Also, some of them got quite long branches, so it won't be easy to avoid it without getting hurt even in quite wide corridors (should you search for another route?).

-- Russian folk monsters: Baba Yaga, Chudo Yudo, elki-palki, Zmey Gorynich, One of Forty Thieves, Solovey the Robber, babay & babayka, kolobok, oprichnik, Konyok-Gorbunok, Moroz, Likho, Kaschey, Viy, Zhar-ptitsa. Some of them become bosses, some - regular monsters. Not everything strictly follows Russian lore, eg kolobok is end-game beholder (who he became? poor block). Also I've added some fiction Russian lore, eg Khattabych, the Djinn & Gyulchatai, the Jinni. Goal of this monsters to add some flavour, but at the same time not to spoil classic fantasy atmosphere - so I've assigned them to different depths to prevent player meeting them often (dozen ru-monsters out of 1185 total is really nothing). Goal of this monsters to add some flavour, but at the same time not to spoil classic fantasy atmosphere – so I’ve assigned them to different depths to prevent player meeting them often (dozen ru-monsters out of 1185 total is nothing really).

-- Hoard of new monsters, some of them (I didn't had time to make a complete list): magpie, giant cockroach, satyr, golem skeleton, Mad king, iron pig, wisp, doppleganger, inquisitor, fire golem, little girl horror, vampire mistress, black hand, flying coffin, efreet, diablo (not an unique), flaming skull, boggart, glaz, orc necromancer, etc. Some stuff was just renamed, eg Tik'srvzllat -> Merlin, Moltor, the Dwarven Archer -> Robin, the Archer, etc

-- readjusted new V monsters, eg tamer appears with a lot of tamed animals (as it should be IMHO); some just simply renamed, eg lord of Carn Dum -> shadow priest; spider of Gorgoroth -> frogger; werewolf of Sauron -> volkodlak, etc

-- assigned some new traits and spells (eg HEAL_KIN)

-- New objects which could be found in the dungeon: barrels, crates, statues, altars, obelisks, etc. This is a highly experimental feature. Beware to swear near the altar of ancient god!

-- Added all new PWMA aquatic monsters from past 1.4 dev update! Soon I'll enhance them with some more stuff; for now I've added one more there: a mermaid.

-- latest updated in V renamed/removed monsters - they are preserved in Tangaria. As V renamed/removed a lot of traditional (as I see it) stuff, I've reviewed all changes to monsters. Eg V renamed jackal to wild dogs; I've preserved old jackal (Mountain Gorge's jackal) and also revamped it to new solo monster Jackal which could occasionally howl to alert monsters (I've added wild dogs too). Another example - as brown yeeks removed in V and there introduced terrified yeek - I've reworked old brown yeeks into brave yeeks, added new terrified yeek and also preserved traditional brown yeek as an open-world monster (Abandoned Outpost's brown yeek). The same to other races. As it was a huge job and limited time (to implement everything on the server, so players will be able to test) to do with monsters - I've could forget to preserve some old monsters; I'll make precise look at them a bit later; and restore everything I've lost).

-- old monsters revamp, eg black orcs will use short-distance crossbows (it's actually wipes, but let's imagine that it's crossbows hehe); nameless snakes become to viper, sleeping snake, anaconda (with preserving their original lore in world-monsters)
Please note that it's kinda draft, first view on new monsters; they will be polished in time. Also some of these monster families (djinn, pixie, mutant, etc) will soon appear as new player races!

New end-game location added: Lukomorye where Merlin the Magician dwells... Tik'srvzllat become a common (non-unique) monster - you could meet several types of these. Please note that Merlin will be moved soon to yet another dimension; I'm reworking the lore right now.

Except monster rework, I've made tileset revamp - a lot of monsters got new appearance. I don't make a list of new stuff, so just some stuff which I remember:


Saruman, Sauron, and secret ones:

Ulfast, Ulwarth, Uldor, Ulfang, Lorgan, Brodda, Oprichnik, Lucifer:

Fury, succubus, 3x(unused), floating eye; Uriel, Angel of Fire; Azriel, Angel of Death; Gabriel, the Messenger; Michael, the Guardian; Raphael, the Healer:

Mad king, orc archer, blackguard, orc tracker, ruffian, blood falcon, giant pubic louse (sic!), scarecrow ghost:

(unused), Mermaid, Triton, (unused), Vodyanoy, Poseidon:

Efreet and elemental spirits:
^ cloned a few more just in case, to have 'fast' stuff for a temporary replacement in future

(unused), ancient witch, young witch, witch, (NPC), southron assassin, southron archer, valkyrie:
^ valkyria revamped from DCSS tileset. I'm planning to plunder DCSS tileset soon - there are loads of cool artwork and CC0 licence, yay!

Flying coffin, black hand, little girl horror, rainbow vortex, satyr, skeleton golem, iron pig, fire golem, vampire mistress, great water elemental, Nan, the Djinn, lamp (not in the game yet), Jinni, serpent of chaos:
^ these monsters are far from perfect: it's from what everything started.. in fact I didn't plan at the beginning to do much revamp in tileset.. but I wasn't able to stop hehe.

Sand giant, snow troll, Ulik the Troll, acid worm, The Sandworm Queen, chained ghost, rusty golem, dunadan of Angmar, orc necromancer, witcher (toss a coin!), Zhar-ptitsa (firebird; coloured by Shtukensia), Gandalf the Grey:

Khattabych, the Djinn (beautiful Gervais tile, was unused); Gyulchatai, the Jinni; Chudo Yudo, brave yeek, Fundin Bluecloak, Beorn, the Mountain Bear, Moroz (aka Gilim, the Giant of Eruman):
//sorry, I can't attach this image, got an error: "You have included 11 images in your message. You are limited to using 10 images so please go back and correct the problem and then continue again."

Also I've adjusted several new/old monsters to proper existing Gervais tiles.

As always, full tileset could be downloaded (.psd included):

It's not all new stuff. Play the game to find out more

Gamedata updated; don't forget to Ctrl+F5 it to refresh the cache in browser.

ster March 26, 2020 05:13

So what I can gather from reading your post is that there's a niche for a PWMAngband server hosted by someone with a functioning brain.

tangar March 26, 2020 10:27

Tangaria's haters


Originally Posted by ster (Post 143899)
So what I can gather from reading your post is that there's a niche for a PWMAngband server hosted by someone with a functioning brain.

I know that I've obtained some haters after my past criticism of Nick's concept of V monster revamp. But in my critics I wasn't rude to Nick, on the contrary I respected him (and respect now) and actually pleaded to reconsider the decision. Some people considered my post (maybe due that English isn't my native language and I'm bad at it) as disrespect and attacked me with rude words there; while I simply protected the idea of compatibility between V and variants (eg MAngand, TomeNET - which all was based at old monsters.. now they are not compatible with V in terms of monsters, which is sad, but life is going on).

A year past and we all moved on from this old arguement; but I suppose there always will be people who see me as an enemy. What could I do there.. Just put these people in ignore list on forum, I suppose.

Keep calm, carry on and play Tangaria :) Today I'll post new Tangaria lore!

Considering ster's jest about PWMA servers: actually there are two classic-PWMA servers online, list is there:

tangar March 26, 2020 21:51

World lore

I’ve decided to go back to Tolkien-based lore, as my own fantasy world can not fit all diversity of traditional Angband gameplay.. and I don’t wanna cut it off. So I would rather on the contrary – to enhance it and turn into the new universe which does not depend on my fantasy book; and do not depend on canonic JRRT ideas either.

Welcome to the new World:

(please note, that it’s draft edition; it will be updated a lot of times).

tangar March 27, 2020 13:18

New dungeons - The Straight Road and Valinor:

Slimer evolution :D

tangar April 4, 2020 21:02

Death, Ruination and Detonation

Djinn’s lamps

..and of course latest PWMA version is already live :)

Right now we have problem with torch light in-game; walls lightened incorrectly. Temporary fix:
= (game options) → a (user interface options) → make view_yellow_light ‘no’.

tangar April 8, 2020 22:29

Tom Bombadil!

He is signing songs which he composes on the go!

You won’t see two similar songs :)

Also you could rarely meet Tom in the Old Forest dungeon itself. You can’t harm him really; so no need to try to fight with him ;)

tangar April 10, 2020 21:37

Seven Stars update:

tangar April 13, 2020 07:15

Cursed Jar

Mapping and detection revamp (objects, spells, items activation):

Mapping magic now has much bigger radius, but serious side effects – short paralize, blindness, hallucinations.
Detection magic radius restored (as it was overnerfed; limited_esp is enough).

Food system (objects, spells):

Food now do not decrease satiation, if you are well fed.
As there are much more food in dungeons (because of new types of food from V), food removed from stores; except especially expensive Hard Biscuits.
Some food/drinks rework, eg Orcish Liquor increase your movement speed for a couple of moves.


Curse Armour scroll now is more severe; but moved deeper.
Nerfed scroll of Damned Jail.
Potion of Death now is equally dangerous (but not fatal) for characters of any level.
Ruination is now stunningly unpleasant.
Cursed Vessel → Cursed Jar; and now it’s also dive into the minds, surrounding you.


Lobelia Sackville-Baggins revamped and moved from newbie dungeon to a bit deeper.
Barrel sleepness reduced.
Brigand and outlaw rearrangement and tileset fix.
Tom Bombadil buff.
Removed wrong FRIGHTENED flags as monsters don’t attack (we need AI_ANNOYING).


Stores now selling Salt Water (to cure over-eating).
Fixed bug with custom NPC order (Black Market didn’t work; now it’s ok).


Half-Giant got Damage Reducement and immune to trap after it grows (which is extremely unlucky as LIMITED-TELEPORT flag is not there yet; and it has NO-TELEPORT for now).
Ruins terrain PROJECT flag temporary off (till MOVE flag will appear).
Hunter’s Valley location got more inhabitants.
Carn Dum moved to the border of Arda.
Added tiles to ^W (looks stupid for now).
Added one-window-fullscreen addon to client package.

tangar April 14, 2020 09:16

Races appearances

Merged race part of tileset with PWMA; to do so I've moved monster tiles from 83-84 to other spots

Added appearance to recently added Tangaria's races (tiles plundered from DCSS tileset; some are reworked):

Black Numenorean, Damned, Merfolk, Barbarian, Black Dwarf, Goblin, Half-Giant, Ogre, Troll, Orc, Forest Goblin, Dark Elf, Werewolf, Undead, Vampire, Enlightened, Cambion, Celestial, Balrog, Nephalem, Gargoyle, Golem.

Added some new tiles for monsters which were moved from 83-84

Reduced sleepness of town's animals

Town animals now run away from player less willingly

Buff of Half-Giant race

Tangaria's package now accessible on GitHub

All times are GMT +1. The time now is 21:24.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2023, vBulletin Solutions Inc.