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Old January 5, 2016, 20:33   #1
PowerWyrm
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PWMAngband 1.1.11 released

For those unfamiliar with PWMAngband, it's a multiplayer real-time variant of Angband based on MAngband 1.1.2 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 consists of porting the features from Angband 4.0 and tweaking a few things: "one-time" wilderness generation, improved barehanded attacks, browse/study/cast from the floor, turn-based mode (option), limited telepathy (option), more balanced Summoner class, and much more. A big thanks to the Angband devteam for their awesome work!

See http://powerwyrm.monsite-orange.fr for the downloads (the current MAngband website is still down).

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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Last edited by PowerWyrm; January 6, 2016 at 08:02.
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Old January 6, 2016, 07:58   #2
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Oh and here's the changelist...

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

Angband 4.0.x:

- Add debug command to perform effects (Dungeon Master menu)
- Add timed flags display to character flag screen
- Add message if a summon fails
- Recolour permanent walls
- Separate quiver list
- Give the elven rings unique object names
- Add ego-item ignoring menu
- Remove cfg_small_range option
- Make player life history editable (accessible in PWMAngband from the 'C' menu)
- Make object selection use a real menu
- New effect descriptions
- New icon (Mr Att) for executable file
- New town layout (in PWMAngband, this is only used to generate the static
ironman town at 750ft -- base town at 0ft remains the same)
- Add quiver viewing command ('|' key)
- New splashscreen
- Update Nomad's graphics
- Add trap knowledge screen
- Add descriptions for terrain
- Add a sound for objects being dropped from or carried to the quiver
- Divide object list into seen and aware
- New monster spell messages from Elsairon
- Put subwindow options in a separate file so they work for all characters
- Order quiver ammo from worst to best
- Make resting and statusline display for deep descent work like for recall
- Shorten inventory prompt, put overweight info in 'C' screen
- Split launcher and DSM types for ignoring purposes

PWMAngband:

- Display minimap like Angband
- Remove font-xxx.prf, setting the same default color for inventory display
for all players (configurable server-side in object_base.txt)
- Make town building walls (stores + houses) regular permanent walls
- Move MAngband permanent walls (suburb houses + arenas) to their own terrain
feature, leave house walls brown, make arena walls red
- Display a red "-" instead of a green "+" for negative modifiers on the
character sheet
- Split fixed pval/modifier commands for item generation (Dungeon Master menu)
- Add new fixed flavor ("Black Ring") for randart Rings of Power
- Add a Summon Pet command to the Dungeon Master menu
- Add an entry for the "unknown item" and "unknown treasure" tiles for all
tilesets
- Slightly alter town layout, reduce feature array size from 12x6 to 11x6
- Tell Shapechangers they cannot gain spells instead of browsing unexisting
books
- Make spell list subwindow display spells for Shapechangers and player ghosts
- Remove check against maximum window size during setup mode to eliminate
dependency with dungeon dimensions, use server-side check instead
- Display "You see (top item) on a pile." instead of actually listing all
objects when moving on a square that contains a pile of objects
- Remove the '%' command (Interact with keymaps): the menu can be accessed by
pressing '=' (Interact with options) and then 'k' (Edit keymaps)
- Remove vault generation by index (Dungeon Master menu)
- Roguelike keyset: move "Display connected players" command from '|' to CTRL-V
- Display trap description when looking at a trap and pressing 'r'
- Display terrain description when looking at a feature and pressing 'r'
- Replace "Save keymaps and options" by "Save options to pref file" and only
save options + window settings (keymaps can already be saved from the
"Interact with keymaps" submenu)
- Never show empty equipment/inventory/quiver/floor list
- Merge some new effect descriptions from Angband, update activation and spell
descriptions accordingly
- 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
- Dungeon Master menu: add command to generate true artifacts for debug purposes
- While running, only update object/monster lists when panel changes
- Generate houses as lit rooms

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

Angband 4.0.x:

- Remove fired status
- Describe object plusses and modifiers regardless of the player, using
identification flags from the object exclusively
- Remove class choices, make them all available for each race
- Make dropping ignored items use energy
- Allow barehanded combat to get multiple blows (important note: this doesn't
affect monks in PWMAngband which still get 1 + character level / 10 blows
per round)
- Triple the number of room templates, add another 200 (for a total of 500)
- Add stair-skip constant, making stairs go up or down that number of levels
- Make Potions of Resist Poison also cure poison
- Disturb on first getting the object feeling
- Improve pickup of partial stacks

PWMAngband:

- Allow wands of polymorph to work on self
- Implement the BERSERKER activation like Angband
- Implement the healing spells like Angband (in PWMAngband, they will only cure
blindness and confusion if projectable)
- Change duration of slowing effect to 15+1d25 turns (Angband value)
- Allow General Store to buy food from crops
- Make digging time for all trees equal
- Make wilderness level generation a "one-time" process: generate objects and
monsters once (for the first player that enters the level), then only
generate the layout ("deserted" level)
- Tweak some of the PWMAngband artifacts and add more to ensure that every
object kind has a corresponding non-cursed non-aggravating artifact
- Make Shapechangers polymorphing into a monster susceptible to fire/cold
actually vulnerable to fire/cold
- Increment quiver size from five to eight slots
- Give the Dungeon Master (or all players in debug mode) all books at birth
instead of only deep books
- Give Wands of Stinking Cloud radius 3 like Angband
- Improve the Wonder effect in PvP mode
- Let KILL_WALL spells hurt players vulnerable to rock remover in PvP mode
- Let DISP_EVIL/DISP_UNDEAD spells hurt evil/undead players in PvP mode
- Allow pets/slaves to attack a player instead of a monster if that player is
the closest target
- Make DEATH spells work on players in PvP mode
- Don't crush objects when an artifact cannot be dropped, drop the artifact
elsewhere on the level instead
- Allow piles of objects (use default Angband value of 23 objects per dungeon
grid)
- Drop gold after all carried items when the character dies, remove the 32000
gold coin cap
- Preserve mana (for spells) and consumables in some cases where an effect
cannot be triggered on a specific level (usually on static levels)
- Deal with ignored stuff (dropping all ignored items) only on random levels
(to avoid littering town, wilderness and static levels)
- Don't halve extra blows given by equipped items when a monk is encumbered
- Halve the barehanded damage bonus from ghost melee attacks so that it doesn't
get too good compared to the barehanded damage monks/dragons get since now
ghosts also get multiple attacks per round
- Make all monsters find a safe place when fleeing (it was limited to smart
monsters before)
- Forbid summoning in arenas
- Apply off-weapon brands and slays (from items or monster form) to all
barehanded attacks (special monk/dragon attacks + basic barehanded attacks)
- Slightly alter energy system: give frame_energy to players and monsters every
frame (every 1/FPS second); allow them to act once move_energy has been
accumulated; use up move_energy when they act, leaving (energy - move_energy)
for the next turn; make monsters with more energy than their closest player
act first, so that slower monsters never get double moves against players
(change from the Angband 2.9 era that was never ported to MAngband)
- Apply elemental damage (which damages inventory) before physical damage when
dealing with monster elemental melee attacks
- Allow browse/study/cast from a book on the floor
- New server option: turn-based mode (makes the server turn-based if there is
only one player connected)
- Make "Stay still" command use energy (via ',' or '5')
- 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
- Limit to-dam on artifact missiles (to make ego missiles still valuable)
- Make Resilience a one-time effect setting monster lifespan to maximum value
- Check for monster respawn every 10 turns (Angband rate)
- Let fainting and starving effects occur in town areas
- Make anti-summon field "imperfect" (range 8-11 field with 65-95% chance of
disrupting any summon attempts)
- Don't record a real "death" when a player uses the Undead Form or Death spells
- Prevent ghosts from casting Undead Form or Death spells
- Give monsters a chance to retaliate if attacked by controlled monsters
- Don't make controlled monsters always visible
- Give controlled monsters a (small) chance to break free from their master's
control when out of awareness range
- Don't allow TELE_TO effect to teleport something outside a vault next to
something inside a vault (it will still work if both caster and target are
inside the same vault)

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

Angband 4.0.x:

- Fix message pain for meteor swarm hitting multiple similar monsters
- Fix shatter moving player (skip remaining blows)
- Make Study indicator active for spellbooks on the ground

PWMAngband:

- Properly tag all water tiles as "icky" when building moats
- Consider all features as "memorized" for DM_SEE_LEVEL characters
- Fix berserk strength description (increases to-hit by +24, not +12)
- Fix typo "You hit by something!" when projecting a spell
- Remove pointless direction choice for the Mass Sleep spell (arcane realm)
- Fix stun amount for monster ice projections
- Apply sleep effect after damage to avoid monster from waking up instantly
- Make logs undiggable
- Fix description not mentioning the fail rate when describing an activation
- Hopefully fix "net write error" disconnections when generating a cavern level
with a large screen
- Prevent dungeon generator from chopping the corners of rooms off when
generating wide corridors
- Fix dungeon generator not placing any intersection doors when generating wide
corridors
- Remove "LIGHT" from the list of abilities when generating an item that can
have a random ability (Dungeon Master menu)
- Fix typo "You hit by something strange!" when hit by chaos effects
- Fix crash when casting Cold Brand with a Necromancer
- Objects with "LIGHT" modifier: hide light radius and refueling info if not
known, show light radius when worn, show light radius and refueling info when
identified
- Don't show pointless "worn" special inscription when looking at an unaware
identified ring or amulet
- Allow Sorcerors to cast Resistance on others
- Remove pointless direction choice for the Displace Other spell (psi realm)
- Fix Teleport Level for Shapechangers: add missing direction choice and stop
crashing when using the spell on monsters
- Update some spell descriptions for Shapechangers
- Fix an entertaining bug when casting Anime Dead/Raise Dead spells while
any player in line of sight (including the caster) was standing on a corpse
or a skeleton
- Fix mana balls/breaths power (value is 100, not 30)
- Don't let LIGHT_WEAK spells hurt players not vulnerable to light in PvP mode
- Don't let PSI_DRAIN/OLD_DRAIN/DRAIN spells hurt nonliving players in PvP mode
- Fix mass effect spells not working on players in PvP mode
- Fix crash when casting Alter Reality
- Make RAISE spells work much more often by using the same desired level for
raised monsters as for any summon
- Fix floor display (load/save screen and prompt for a key) when looking at a
pile of objects and pressing 'r' for details
- Fix crash when attacking someone with a "slay" weapon in PvP mode
- Don't allow players to steal artifacts from other players
- Properly describe stolen item if the thief is unaware of the stolen item's
flavor
- Display correct number of turns when describing food or activatable items
- Properly display store inventory when using pseudo-3D tiles
- Fix crash due to monster closest player index not properly updated when a
player leaves the game
- Make message_flush() really flush messages, so that last messages prior to
character death are recorded in the message subwindow
- Update subwindows when ignoring an item on the floor
- Make houses bought with a Deed of Property "free" (they sell for 0 gold) to
prevent cheezing by endlessly buying a house with a starter character then
immediately selling it and transferring the gold to another starter character
- Calculate torchlight radius when generating a new level so that players going
down from town during daylight don't find themselves in the dark for a turn
- Reveal the mimic instead of destroying the feature when using Trap/Door
Destruction or Stone to Mud on a Door mimic
- Remove pit floors properly after an earthquake or destruction effect
- Don't clear pit floors when deleting a feature mimic inside a pit
- Fix randart generation not taking into account slays/brands power
- Fix slay cache, allowing object power to be calculated properly
- Dungeon Master menu: fix summoning commands
- Prevent friendly monsters from picking up items on the floor
- Make true artifacts dropped in unauthorized places (house, wilderness...)
stay in inventory instead of vanishing forever
- Fix failing to use a magic device not taking a turn
- Properly set the timout on activatable items after item request (identify,
recharging...)
- Fix wrong message when a monster fails to summon due to a player using the
Suppress Summoning spell
- Fix monsters with more energy than the closest player regenerating twice
- Fix monsters regenerating way too often
- Break long messages (over 80 characters) into multiple pieces so that they are
not truncated in the message history log
- Fix Black Rings of Power having no weight

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

Angband 4.0.x:

- Complete code restructure: for a full list of changes, check changes.txt from
any of the Angband 4.0.x releases, or http://rephial.org/release/4.0.0

PWMAngband:

- Refactor archer spells
- Refactor options, factorize duplicate code
- Renumber terrain features to match Angband more closely
- Move maximum number of objects per level to a hardcoded constant, limiting it
to 13068
- Move ghost abilities and mimic spells to class.txt
- Move "near" messages to class.txt
- Factorize MvP and MvM code
- Reorder packets by type, reorganize netclient and netserver files
- Don't save third-person player history in the savefile, generate it when
asking for player description instead
- Don't save object descriptions in the savefile (obsolete)
- Make quit() call exit_game_panic() to save players and server state in case
of a forced quit

Documentation
-------------

Angband 4.0.x:

- Update help files
- Complete lib directory re-org
- Add modifying.txt help file

PWMAngband:

- Add lib/readme.txt from Angband
- Update some URLs in manual.txt

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

- PYTHON upgraded to 32-bit version 2.7.11
- Removed dependencies to DOCUTILS and SETUPTOOLS by installing rst2pdf
directly from Python (using pip)
- LIBPNG upgraded to version 1.6.20
- FREETYPE upgraded to version 2.6.2
- NOTEYE upgraded to version 8.3
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Old January 8, 2016, 19:18   #3
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New PWMAngband 1.1.11 build 2 released!

Quick fix version. Changes:

- New corrected ironman town layout at 750ft
- Don't reset object visibility flag (MARK_SEEN) when clearing cave flags for a player if the object is inside a house owned by that player
- Stop generating lava tiles on the border of "new town" levels
- Display "You do not have enough room for this item" when trying to buy something with a full pack instead of "Buy how many? (max 0)"
- Fix plural of Knight Templar
- Don't notice ignored chests when searching or detecting traps
- Don't try to open or disarm ignored chests
- Fix a stupid bug which prevented items from dropping near a location which contained a trap or rune of protection
- Fix a critical bug which increased the stun counter by an absurd amount when something breathed sound, gravity or plasma on a character without protection from stunning

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 January 11, 2016, 10:12   #4
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Any interest on a permanent PWMangband Server? Wanna set one up, but without other players :/ Could i play PosChengband and Angband.

Anyone?
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Old January 11, 2016, 12:41   #5
PowerWyrm
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Quote:
Originally Posted by luthanos View Post
Any interest on a permanent PWMangband Server? Wanna set one up, but without other players :/ Could i play PosChengband and Angband.

Anyone?
A permanent server would be much appreciated. The current permanent server (seymourfamily) is not playable due to firewall rejecting connections and is using an outdated version anyway.
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Old January 11, 2016, 12:54   #6
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Okay, i will start my project :-) Let us see if we get a nice playerbase!
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Old January 11, 2016, 15:37   #7
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Quote:
Originally Posted by luthanos View Post
Could i play PosChengband and Angband.
Unfortunately, variants have to be specifically written to work in realtime on the network, so you can't just turn on multiplayer for PosChengband, say. PWMangband is based off of the original Mangband, though, which if I recall correctly is basically Vanilla Angband with multiplayer. It's probably pretty far behind current Vanilla though.
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Old January 11, 2016, 16:07   #8
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I thought the reason we got all those bug reports from PowerWyrm was specifically because he was the first to port his variant to Vanilla 4.0?

Edit: oh, I guess you were referring to MAngband.
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Old January 11, 2016, 16:27   #9
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Quote:
Originally Posted by debo View Post
I thought the reason we got all those bug reports from PowerWyrm was specifically because he was the first to port his variant to Vanilla 4.0?

Edit: oh, I guess you were referring to MAngband.
Er, yes, I phrased that poorly. MAngband is probably out of date. PWMangband is the most up-to-date variant we have at the moment.
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Old January 12, 2016, 07:29   #10
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So... the basic server is set up. ( 1.1.11 (Build 2) )

Until know no hostname, will find one fixed to the server later :-)

IP.: 81.3.5.80

Server will be BackUp Up 04:00 GMT+1 und reboot after the BackUp!

I will leave the Server on for a few Days for tests and then start a new one with Hostname etc...

Have to find out all the Dungeon Master Keys ...

Hope to see you
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