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-   -   Beta version of PWMAngband 1.1.11 released (http://angband.oook.cz/forum/showthread.php?t=7595)

PowerWyrm November 20, 2015 19:41

Beta version of PWMAngband 1.1.11 released
 
New PWMAngband 1.1.11 beta 1 released!

This version will port the features from the vanilla Angband 4.0 series. Check readme.txt for the HUGE list of changes...

Note: this version introduces the highly experimental turn-based mode, so that people can try PWMAngband without the real-time feature. This is a rough hack and probably breaks a lot of core gameplay features, including (but not limited to) tunneling, monster/object lists, detection, animations and so on... but it's playable and works fine as long as you don't expect something as polished as vanilla Angband. I'll try to fix more related stuff in the next betas. To activate the mode, set TURN_BASED to "true" in mangband.cfg, run your server with your favorite options and launch the client: as long as there is only one player connected, the game should play in turn-based mode.

Files updated: client, server and source code.
Files are available for download at the usual location: http://powerwyrm.monsite-orange.fr

Nick November 20, 2015 23:55

It should be said that not only was porting all the Angband 3.5-4.0 changes a massive job, it has been incredibly valuable to the bugfixing process for Vanilla. I would estimate it's taken six months off the "getting Angband 4.0.x to stable" process. Thank you so much.

Derakon November 21, 2015 01:50

Congrats on the release, PowerWyrm. :)

getter77 November 21, 2015 14:22

Awesome job PowerWyrm.

PowerWyrm November 24, 2015 20:50

New PWMAngband 1.1.11 beta 2 released!

Quick fix version. Changes:

- Fix tunneling in turn-based mode by making the command use a fixed repeat count of 10
- Do not generate wide corridors in turn-based mode
- Disturb searching (cancel repeat count) when a secret door has been found
- Make dropping ignored items drop the right items
- Fix player turn calculation
- Display number of player/active turns elapsed in real game turns (without dividing them by the FPS parameter)
- Display number of game/player/active turns immediately after entering the game
- New server option: limited telepathy (makes telepathy limited to a radius of "max_sight" like Angband)
- Stop restricting monster/player visibility (line of sight or telepathy) to the current panel

Files updated: binaries and source code.
Files are available for download at the usual location: http://powerwyrm.monsite-orange.fr

Derakon November 24, 2015 21:24

Incidentally, I finally figured out why your variant's name keeps throwing me for a loop. When are we going to see the Frequency-Modulated Angband? :)

(by comparison with Pulse-Width Modulated)

PowerWyrm November 27, 2015 19:54

New PWMAngband 1.1.11 beta 3 released!

Quick fix version. Changes:

- Make monster summons always hostile, even when playing a Summoner
- Fix artifacts not properly reset when leaving a level through manual design, Alter Reality spell, or simply by common means (stairs, recall...)

Files updated: binaries and source code.
Files are available for download at the usual location: http://powerwyrm.monsite-orange.fr

jrodman November 30, 2015 10:24

Quote:

Originally Posted by PowerWyrm (Post 106728)
- Make monster summons always hostile, even when playing a Summoner

Does this mean that a summoner's summoned things are hostile to the summoner? Or was there a bug where things summoned by already-hostile enemies were not hostile to summoners? (The former sounds more exciting, if unfair.)

Carnivean November 30, 2015 12:29

Quote:

Originally Posted by jrodman (Post 106804)
Does this mean that a summoner's summoned things are hostile to the summoner? Or was there a bug where things summoned by already-hostile enemies were not hostile to summoners? (The former sounds more exciting, if unfair.)

From the competition thread where PW first posted about this, all summons were friendly to @, even those summoned by monsters.

The other note is fixing a bug that made every game a de facto "preserve mode" on game.

PowerWyrm November 30, 2015 13:28

Quote:

Originally Posted by jrodman (Post 106804)
Does this mean that a summoner's summoned things are hostile to the summoner? Or was there a bug where things summoned by already-hostile enemies were not hostile to summoners? (The former sounds more exciting, if unfair.)

"Monster" summons are hostile, that is when a monster uses its summon abilities (monster_spell.txt). In beta 2, I forgot to update a parameter in that file (% chance of summons being friendly) for the SUMMON effect, so everything summoned was friendly (the default).

"Player" summons (from spells or from scrolls/staves of summoning) are hostile or friendly depending on multiple things. Rogues get 5% chance of friendly summons from the Summon Monsters spell. Shapechangers get 10% chance of friendly summons from the Summon abilities. Base chance of getting a friendly summon is 100% for Summoners. After that, they get a chance of summon turning hostile based on level difference (mlvl - 5 vs clvl * 5), and a chance of getting a useful summon (one attacking other monsters) based on WIS (50% at 18, 100% at 18/***).


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