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Old September 28, 2019, 13:53   #1
PowerWyrm
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PWMAngband 1.3.0 released

For those unfamiliar with PWMAngband, it's a multiplayer real-time variant of Angband based on MAngband 1.x with additions from ToME (features from the time it was still called PernAngband, but without the Pern references) and a few personal additions: new races, classes, monsters and items.

This release mainly ports the class changes from Vanilla 4.2 and adds a few features from MAngband.

See http://powerwyrm.monsite-orange.fr for the downloads.

To play on a PWMAngband server or start your own server, download the binaries and unzip the files (client and server are both in the same zip file now). And enjoy!
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Old September 28, 2019, 13:54   #2
PowerWyrm
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Here's the complete changelist since 1.2.0:

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

Angband 4.1.3:

- Spell info improvements
- Grey out unreadable books in the inventory
- Show recharge failure chances in item list

MAngband 1.x:

- Add "!O" inscription check
- Add "&yell" virtual channel

PWMAngband:

- Match class color with spellbooks, make ghosts light grey
- Switch the Brandywine Bridge area from special level to town
- Add option to overexert player instead of preventing casting when out of mana
- Remove pseudo-3D tileset
- Remove player shop types, allow free colorized house doors
- Allow variable number of stores in store.txt
- Set "view_yellow_light" option on by default

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

Angband 4.1.3:

- Updated mage class (arcane realm)
- Make slow and confuse monsters progressive
- New druid class (nature realm)
- Make Bookseller automatically sell all town books
- Remove class experience penalty
- Updated priest class (divine realm)
- Make demons living
- Updated necromancer class (shadow realm)
- Updated paladin class (divine realm)
- Updated rogue class (shadow realm)
- Allow rogues to steal from sleeping monsters
- Nerf extra shots (PWMAngband: implement fractional shots)
- Updated ranger class (nature realm)
- New blackguard class (shadow realm)
- Adjust hitdice
- Alchemist sells wands of Light and Stone to Mud instead of Hold Monster,
Stun Monster and Wonder
- Replace pointy penalty with blessed bonus
- Remove arcane glove penalty
- Reduce frequency of non-readable books

MAngband 1.x:

- Do not spend energy for "tunneling air"
- Debug/DM characters get max possible recall depth
- Don't auto-retalitate with commands queued
- Add a server option to set constant scale-down factor for time-bubbles
- Make detection counter stackable

PWMAngband:

- Updated sorceror class (arcane realm)
- Allow wands of Heal Monster to work on other players
- Remove class restrictions for Dragons and race/class restrictions for
fruit bat mode except Dragon
- New FRIENDLY monster flag
- Make idle players even more stealthy
- Updated archer class (nature realm)
- Updated telepath class (psi realm)
- Updated summoner class (divine realm)
- Add maximum level requirement parameter for dungeons
- Add minimum level requirement system for objects (activated by
the LEVEL_REQUIREMENT server option)

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

Angband 4.1.3:

- Stop non-damaging projections from waking up monsters
- Fix mana not updating bug
- Fix crash bug where some carried objects fail to be created

MAngband 1.x:

- Stop using plural form for 1 gold piece

PWMAngband:

- Allow more than 255 terrain types
- Remove pointless cure blindness/confusion effects from spells which obviously
cannot be cast while blind or confused
- Fix crash when loading houses due to an uninitialized field
- Fix inaccurate sector information while displaying owned houses
- Update monsters when leveling up
- Fix room templates with specified treasures
- Fix possible nuking of useful item when too many are generated on a level
- Fix BROADCAST_STORE message

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

Angband 4.1.3:

- Improve monster detection code
- Improvements to effect code
- Change targets to struct target
- Make notifications on player timed effects finishing behave more sensibly
- Rework timed status effects
- Tweak class melee
- Replace coordinates with a struct loc

MAngband 1.x:

- Use SDL-approved main signature
- Fix some simple warnings
- Trigger audit when using from the floor

PWMAngband:

- Add a cooldown parameter for spells
- Remove obsolete CLASS_GHOST variable
- Set max townies in town.txt for each town and remove the cfg option
- Remove max trees cfg option, don't grow trees and prevent destroying trees
in starting town
- Improve MvM code
- Send f_attr/f_char streams in four parts to allow more features in terrain.txt

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

- LIBPNG upgraded to version 1.6.37
- FREETYPE upgraded to version 2.10.1
- PYTHON upgraded to version 2.7.16
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Old September 30, 2019, 14:40   #3
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Yay! http://tangaria.com/news/pwmangband-1-3-0-released/

--

1) minor /rfe add command to turn on night time in-game from admin menu or config file. For testing purposes.. I need to test light in towns and have to 'R' several minutes till I could do it

2)


How to get rid off terrain elements which you could see at night?Night should be dark i towns, other way it looks weird.

I thought it's TREE flag. Removed, didn't help. Then I removed PREFIXED, also it isn't. Even...
flags:NO_SCENT | NO_FLOW | TORCH
...is 'bright' at night. How to remove this option correctly? I could make all terrain objects like grass or building walls of course.. But maybe there is a _right_ way which you would recommend to work with such objects.
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Last edited by tangar; September 30, 2019 at 14:48.
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Old September 30, 2019, 14:57   #4
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loving it so far!
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avatar by chuckdrawsthings. thanks chuck!

bootleg fishcenterlive

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Old October 1, 2019, 09:04   #5
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1) DM command added to advance time (1-12 hours)

2) I checked Angband's code, and there's no "flag" for terrain at night: the code simply always displays everything that is not a floor terrain. In PWMAngband, I added a flag called "FLOOR_BORING" to hide features at night such as water, mud, grass... This flag is only used in this case, so I'll simply rename it to "BORING" and it will be used for all features not only floors. Feel free to add the flag to any terrain feature you don't want to see at night. (this will be changed in build 2, if you want to try in build 1, use "FLOOR_BORING" for now, it will work)
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Last edited by PowerWyrm; October 1, 2019 at 10:22.
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Old October 1, 2019, 15:17   #6
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What a dumbass... I managed to corrupt my whole source code by using search/replace in ALL FILES while I was meaning to replace a word in ONE FILE. Tried to cancel but it was too late... Now I will have to rollback all the work done since the release and redo everything...
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Old October 1, 2019, 16:40   #7
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What source control are you using? Sounds like you need to make commits more often.
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Old October 1, 2019, 17:35   #8
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D:

PWMA needs github. Lets start right now?
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Old October 2, 2019, 08:26   #9
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Quote:
Originally Posted by Derakon View Post
What source control are you using? Sounds like you need to make commits more often.
It's called a VM
I simply code on my VM and copy to my main partition as commit. Fortunately I do that often, so no real problem. I just had to recode the new Dungeon Master debug command I added on Monday.

Quote:
Originally Posted by tangar View Post
D:

PWMA needs github. Lets start right now?
I'll do that once I finish porting the help files from V and release build 2.
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Old October 2, 2019, 16:22   #10
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Quote:
Originally Posted by PowerWyrm View Post
It's called a VM
I simply code on my VM and copy to my main partition as commit. Fortunately I do that often, so no real problem. I just had to recode the new Dungeon Master debug command I added on Monday.
By "copy to your main partition", does that include making a commit with a message? Sometimes you may need to roll back several prior commits to figure out what broke something. Please please please set up source control. Even a local Git repository with one branch is way better than just making copies of your code periodically.
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