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Old April 10, 2017, 10:22   #51
PowerWyrm
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Quote:
Originally Posted by PowerWyrm View Post
A good thing also would be to reorganize the Gervais tileset so the tiles are at the same position as in the Shockbolt tileset -- this would allow me to keep an unique prf file for both tilesets and cut maintenance in half.
presets.prf, xtra-shb.prf and xtra-dvg.prf have been remapped to point to the same tiles.
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Old April 12, 2017, 10:13   #52
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flvr-shb.prf and flvr-dvg.prf have now also been remapped to point to the same tiles.
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Old April 14, 2017, 15:05   #53
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Everything in graf-shb.prf and graf-dvg.prf has been remapped to point to the same tiles, except for monsters. That's still 833 to go...
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Old April 27, 2017, 11:58   #54
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BLOODY HELL this is finally DONE. All tiles in graf-dvg.prf have been remapped to match graf-shb.prf more closely, and new monsters have their own tiles.

Now back to that bookless egoless hobbit mage...
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Old April 27, 2017, 17:11   #55
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Quote:
Originally Posted by PowerWyrm View Post
BLOODY HELL this is finally DONE. All tiles in graf-dvg.prf have been remapped to match graf-shb.prf more closely, and new monsters have their own tiles.

Now back to that bookless egoless hobbit mage...
Ah we've got to steal this for V!
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Old May 8, 2017, 17:46   #56
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New update with the "healer" monster from V and simplified tileset management. Only three tilesets remain: Gervais, Pseudo-3D (for the SDL client) and Shockbolt. All three tilesets use the same mappings (Shockbolt was chosen as model, so the other two have been updated accordingly), so the .prf files are now plain copies of each other. Also new monsters in monster.txt from ToME ("base" Angband monsters).

List of changes:

- Add heal-other monster spell and low-level healer monster

- Implement the Home (in Carn Dûm) for every player on no-wilderness servers
- Fix manual design of wilderness levels (Dungeon Master menu)
- Select features by name instead of number (Dungeon Master menu)
- New special level "The Brandywine Bridge" with Otho and Lobelia Sackville-Baggins as fixed encounters
- Add BASEANGBAND monsters from ToME/TomeNET, remove some non-BASEANGBAND ones
- Fix Dungeon Master not able to enter winner-only dungeons
- Use a long integer for monster HPs instead of a short integer
- Remove 8x8, 16x16 and 8x16 tilesets
- Remap 32x32 and 48x64 tilesets to match the 64x64 tileset
- Don't load special wilderness levels if no wilderness
- Make Melkor the final battle (auto retire)

Files updated: binaries and source code.
Files are available for download at the usual location: http://powerwyrm.monsite-orange.fr
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Old May 19, 2017, 23:41   #57
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Last update before my 2-week holidays. Mostly porting stuff from V minus the new pathfinding algorithm (need to study how it would work with multiplayer). Also wilderness dungeons now have a min depth.

List of changes:

- Thorough refactor of mon-timed.c
- Add NO_SLEEP/STUN/etc flags to monsters that previously had them inferred from spell flags
- Implement 'hold monster' effect (PWMAngband: adapt the existing effect)
- Don't count held monsters for players' time bubble
- Fix paralyzing melee attacks not holding players/monsters
- Implement new stunning effect (PWMAngband: adapt the existing effect)
- Implement new 'slow monster' effect
- Implement new 'confuse monster' effect
- Align blinding effect with new hold/confuse effects
- Add show_damage support to monster melee attacks
- Add documentation of new status effects
- Use target monster 'sleepiness' value for 'sleep monster' duration
- Refactor of project-mon.c
- Add new NO_HOLD flag for monsters immune to holding
- Implement variable slot sizes by item base
- Enable two levels of monster spell message
- Expand info and power lines in monster.txt
- Rename aaf/vision to hearing, alertness to sleepiness
- Move distance/direction arrays to cave.c
- Reorganise mon-move.c
- Add mon-predicate
- Move rd_artifacts() to after rd_misc()
- Fix hit chance in monster lore
- Increase bonus on rings of Searching
- Adjust mushroom effect times
- New randart set generation algorithm (PWMAngband: keep the item kind)
- Remove drop-artifact from monsters and drop the Morgoth artifacts directly
- Stop items getting curses which are useless
- Prevent static artifacts from being stashed at home
- Add min depth to dungeons (see dungeon.txt)
- Only allocate max_depth - min_depth cave chunks per dungeon
- Make !g on an object turn off pickup_inven for that object
- Make Erebor deeper (2900' to 3500'), changing its boss to Glaurung, Father of the Dragons
- Make Senyakaze, Sorceress of the Nether Realm an Ainu
- Add new titles for conquering the Nether Realm and killing Melkor

Files updated: binaries and source code.
Files are available for download at the usual location: http://powerwyrm.monsite-orange.fr
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Old June 5, 2017, 10:41   #58
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Question

Hi there!

Took a looooong break and I'm glad how lively mangband / pwmangband are yet (new version in may and pwmangband seems to develop just fine)

I downloaded the latest beta and need some refresh on a few things. For now a question regarding the server options:

ALLOW_RANDOM_ARTIFACTS = false / true
Does this option generate random artefacts in addition to the default ones, or does it reroll the standard artefacts to be something else with simliar power level? When I change this option, do I have to delete the server save?

EDIT: One last question, the vaults.txt in PWMangband has some enhancements compared to the vaults.txt of the mangband version? Some symbols are not explained e.g. / B V etc... are the symbols [a-z] the corresponding monsters?

EDIT2: Disabling BASE_MONSTERS = true and EXTRA_MONSTERS = true will only leave standard (m)angband monsters right?

EDIT3: Most importantly ..... I am unable to find the stairs from the starting town in hobbiton... I even tried logging in as DM used scrools of deep descent and to fly down (nothing below you). Where did the stairs go? (xposted on reddit)

Looking forward to get some advice!

Bye!

Last edited by Acenoid; June 5, 2017 at 12:43.
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Old June 5, 2017, 22:42   #59
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How would one go about compiling under GNU/Linux? Everything seems geared toward windows.
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Old June 6, 2017, 09:47   #60
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@Gwarl--
Hmm. Rather the opposite, I think. As far as I know, Linux is compiled in the usual manner, with configure.
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