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Old September 8, 2020, 18:31   #2
PowerWyrm
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Join Date: Apr 2008
Posts: 2,857
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Here's the complete changelist since 1.3.0 (warning -- that's a lot to read!):

User interface
--------------

Angband 4.2.x:

- Add line for fragility in describe_curses()
- Some font improvements
- Take all rock colors down a shade
- Treasure in quartz as yellow
- Add some missing object descriptions
- Change stealing command to 's'
- Add option to play again on death
- Enlarge character resist display
- Add light level meter
- Adjust some player race heights
- Harmonise plurals of hydra
- Change order of messages when taking items off
- Add j/k keys for scrolling help text
- Grammatical and spelling fixes
- Arrange town shops along streets
- Light hidden squares in town
- Make sure every extra projection effect has a message
- Show plater grid trap or terrain on status line
- Add browsing of player abilities
- Add movement speed to status line
- Add menu for throwing items
- Adjust monster speed in lore
- Sort slays/brands by damage
- Give the teleportation curse a message
- Make winners appear first in hall of fame
- Add option to sort monsters by experience instead of depth in the monster list
- Allow alter command to close doors and open chests
- Only describe brands and slays that come from the object
- Don't automatically repeat the digging command if there's no chance to clear
the obstacle
- Use a white asterisk rather than an orange asterisk for detected gold lying
on the floor
- Add terrain configuration items to help phrase messages for looking/targeting

PWMAngband:

- Remove Shockbolt tileset
- Pressing another macro clears choice menu when a first macro lacks item
- Exclude cookies from ignoring setup
- New option: Use single items from floor instantly
- Remove prompt when taking single items from home
- Drop all items in a stack by default
- Add missing tiles, remap tileset
- Implement custom symbols for displaying towns on the world minimap
- Add option to disable the Enter menu
- Add option to hide terrain description on status line
- Normalize sounds and ensure they're at least 0.25s long
- Add custom door features to dungeon.txt
- Add custom permawall features, stairs and rubbles to dungeon.txt
- Add "!" option on character birth screen to show race/class stat gains and
abilities
- Display the cursor under the player on the minimap
- Add custom fountains to dungeon.txt
- Add "ascii_mon" option to display monsters using ASCII symbols instead
of tiles when using a tileset
- Add message when using chargeable items from the ground
- Add message for projected damage if show_damage option is set
- Add time limit of 7 days on Expensive Black Market orders
- Add preferred price info (BM price) when inspecting identified items
- Use "askprice" for worthless items when selling in player shops
- Add LEVEL_FEELINGS server option to hide or limit level feelings

Gameplay changes
----------------

Angband 4.2.x:

- Monsters can whip or spit on the player from nearby
- 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
- Major overhaul of the monster list
- Deeper in the dungeon shallow monsters are less likely to appear
- Spiders can weave webs
- 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
- 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 shard balls
- Add SMASH_WALL, changes to SHATTER blow effect
- Nerf randarts
- Unnerf no_selling gold drops on early levels
- Adjust first cast experience for lots of spells
- 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
- Replace Lose Memories
- Add throwing weapons
- Add extra moves and damage reduction
- Add TRAP_IMMUNE
- Make _Starlight more useful, replace Door Destruction with Darkness
- Make timed healing fast metabolism, adjust nature spells
- Make stores always accept items with unknown runes in no-selling
- Make stealing a bit easier
- Add Mushrooms of Shadows
- Track number of thefts, reduce drops of uniques accordingly
- Replace Satisfy Hunger with Remove Hunger
- Add new foods
- Nerf rings of Escaping
- Make being teleported wake monsters
- Add trap immunity, move speed and damage reduction as possible randart
properties
- Increase bigger weapon dice chance
- V-combat throwing
- Modify some artifacts
- Nerf Recharge effect
- Make stunning kill fastcast, tap devices stun
- Halve device damage boosts
- Give some monsters orb of draining
- Give Alchemist's gloves better armor
- Make items with random resists also ignore that element
- Allow player to be pushed into traps, webs or objects by earthquakes
- Nerf to Mana Channel
- Make Cover Tracks reduce monster hearing and sight as well as smell
- Major changes to blackguards
- 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
- Changed to allow sense/detect objects to remove marks on the map for
locations detected as empty
- Major changes to blackguard
- Allow "=g<number>" inscription to limit the number of items automatically
picked up
- Adjust digestion rates, add mushrooms of Purging in the General Store
- Drop grid target after a monster vanishes from view
- Make more things wake monsters
- Enable turning labyrinths and moria levels off completely
- Make curse activation disturb the player
- Reduce food value of healing potions
- Use to-hit skill instead of player level in critical calculation
- Add 'line of sight' through rock, improve PASS_WALL monster behaviour near
permanent walls
- Use ARC for wands of Dragon's Breath etc, allowing device boost
- Drop the empty lantern after refueling if there's no room in the pack
- Allow confused monster to move into non-passable terrain (+ message)
- Allow monster to hit player/decoy standing in non-passable terrain
- Allow a monster's confusion to affect breath targeting
- Increase the damage on Dispel Evil and Undead
- Increase chest frequency
- Make healing potions that used to add to food cost food
- Stop trampling of uniques
- For spell decisions in mon-attack.c, use the decoy position, if it is present
- Set so smart monsters won't use TELE_SELF_TO when next to the target
- Turn fear into hold if a monster has nowhere to run
- Don't allow a monster to cast if the player cannot witness the attack

PWMAngband:

- Add a dummy golem in base town for target practice
- Make Fortune Cookies single items in stores
- New Hydra race
- Change vegetal monster base symbol to 'l', add 'l' monsters to the Old Forest
- Add aquatic monsters
- Nerf death wings/golems
- Remove Unlife pits
- Replace specific skeletons with general skeletons, rework Raise effect
- Allow more that 3 types of terrain for dungeons
- Make breathing consume food
- Wipe townies every dawn (for towns: only if the number of townies has reached
the max for that town)
- Decrease satiation in town areas if full
- Add NO_STAIRS flag on terrain to prevent generating stairs
- Allow multiple "force-locations" for monsters
- Remove mean-looking mercenaries and battle-scarred veterans from Hobbiton
- Add GOLD_DROP_VANILLA server option to manage gold drops on no_selling
servers
- Add NO_GENERATION flag on terrain to prevent generating monsters/objects
and teleporting
- Add new DF_STREAMS flag to allow magma/quartz veins in dungeons
- Allow generic "#R" inscription on items and spellbooks to ask for recall depth
manually
- Add 1-2 mushroom drop to Farmer Maggot
- Make DRAIN_EXP only drain experience when the player is not idle
- Rework FAST_THROW so it gives extra might instead of extra shots, give it to
dragons and hydras
- Give magic shots, rocks, shurikens and boomerangs the THROWING flag
- New dungeon: The Ettenmoors (home of trolls)
- Make TMD_BOWBRAND work on missiles only (both fired and thrown)
- Make class brands work on ranged attacks
- Rework magic mapping/enlightenment to take into account custom walls
- Make acquirement generate the item in the inventory (if pack is not full)
if the floor around the character isn't suitable for objects
- Remove speed penalty from being Full when calculating food digestion rate
to avoid double penalty
- Add custom number of stairs for dungeons
- Replace hardcoded QUIT_TIMEOUT with mangband.cfg server option
- Keep player active during disconnection timeout
- Don't wipe items on the surface at dawn if there are players on the level
- Allow "fire at nearest" command to throw missiles when no launcher is equipped
- Add HOUSE_FLOOR_SIZE server option to limit the size of object piles in houses
- Make ego torches more common
- Remove 2x XBM price cap on items for sale in player shops
- Add store:home-inven-max in constants.txt to set home capacity on servers
with access to houses
- Add lab-depth parameter in constants.txt to set the depth where labyrinths
start to be generated unlit/unknown

Bugs fixed
----------

Angband 4.2.x:

- Many fixes to bugs and memory leaks

PWMAngband:

- Add missing Shapechanger spells
- Make Dragons and Monks learn obvious object properties on carry
- Fix incorrect number of bytes read from Packet_scanf() calls
- Reimplement missing messages
- Remove missiles from the list of wieldable items
- Reimplement MSG_NOTICE for sensed objects
- Reimplement MSG_FLEE
- Fix townies being generated on FLOOR_SAFE terrain
- Fix creeping coins so they drop the same amount of money as the object
they're mimicking
- Fix space in race name preventing proper race preset to be displayed
- Fix floor not updated when the DM generates a randart from a floor item
- Use custom dungeon floors when destroying a door or digging a wall
- Fix crash in rd_objects_aux()
- Allow fuzzy kind searching to use exact name by prefixing the search with '#'
- Fix item combination not redrawing the floor
- Fix crash in rd_player_traps()
- Fix not automatically learning curses after using curse weapon/armor
- Fix pickup menu not properly allowing to pickup items one by one
- Prevent recalling on harmful terrain
- Use custom floor under a mimic when it is revealed or deleted
- Fix critical bug that made wraithed players totally invisible to monsters
- Fix ghostly powers for deceased warriors/unbelievers/monks
- Fix OPP_CONF timed effect not ending properly
- Fix ID-by-use not working on Identify scrolls
- Fix a mon->cdis instance used in MvM code instead of target_m_dis
- Fix water resistance not being able to be learned as a rune
- Fix broken ENLIGHTENMENT effect
- Fix level feeling squares not set for a player entering a level with another
player on it
- Add hack to try fixing keypresses not being processed in some cases

Coding changes
--------------

Angband 4.2.x:

- Tidying and documenting of monster allocation
- Remove TMD_CUT_ constants
- Expand properties line in object.txt to level, weight, cost
- Expand combat line in object.txt to attack and armor
- Simplify saved subwindow preferences
- Expand properties line in artifact.txt to level, weight, cost
- Expand combat line in artifact.txt to attack and armor
- Reorganise player-attack
- Simplify Term_fresh
- Replace hardcoded flicker table with one from a config file
- Implement color cycling
- Add player_property.txt
- Changed Term_resize() to handle all of the saved stack of terminals
- Redo chest traps, make chest_trap.txt
- Add check in parse_monster_spells() to ensure innate/spell frequency is set
if necessary
- Tidying up of projection effects
- Improve some information
- Changed message_color_define() so there's only one entry per message type for
the color
- Stack items when dropping
- Add whether a projection wakes a monster to struct projections
- Use SetWindowPlacement when re-opening the game in Windows
- Remove disturb() argument
- Tightened code for unique generation
- Small optimisation for resting
- Add sval validity check in parse_ego_item()
- Only forget floors when going dark in cave_illuminate()
- Add check for failed ego search in brand_object()
- Move describe_effect() code to effects-info.c
- Add handling for unrevealed mimics in push_object()
- Change names of BLOWS and MOVES modifiers

PWMAngband:

- Implement temporary monster flags (CAMOUFLAGE, AWARE, HANDLED)
- Un-hardcode hybrid monsters by adding a HYBRID flag
- Don't load features when getting a dump from server
- Un-hardcode admin equipment
- Un-hardcode barehanded attacks
- Change floor/wall/door/rule lines in dungeon.txt from a percentage chance to
a 1/10000 chance
- Split Send_play into multiple parts to avoid "Send_feat_struct_info write
error" when too many features
- Replace fake permawall terrain with SQUARE_FAKE flag
- Switch tval/sval pair from byte to u16b
- Don't close VERSION_BETA servers if an object cannot be placed, but just
discard the object
- Don't generate custom stores in the base town
- Put gold drop rates for no_selling servers into level_golds.txt
- Save player id counter + player names in a separate file
- Check saved password vs provided password when loading player savefile
- Remove duplicates from the player name database when loading player names
- Use new player id if player id already exists in the player name database
when player logs in
- Move decrease_timeouts() before process_pending_commands() to make effects
last the proper amount of turns

Compilation
-----------

- Restore UNIX support
- Add README file
- Update help
- Improve datafile documentation
- Upgrade FREETYPE to version 2.10.2
- Upgrade PYTHON to version 2.7.18
__________________
PWMAngband variant maintainer - check http://powerwyrm.monsite-orange.fr (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!
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