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Old March 11, 2016, 20:44   #21
PowerWyrm
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New PWMAngband 1.1.11 build 5 released!

This implements the player knowledge and cone-shaped breaths branches. Expect a lot of crashes Also fixed a couple nasty bugs (especially the one involving non crypted passwords being displayed).
Note: I've struggled to maintain savefile compatibility with build 4 (the Angband code did not), but at a reasonable price. Characters updated from build 4 will have lost all object knowledge (except flavors) and will have to re-identify all belongings.

List of changes:

- Only update player map knowledge on seeing or mapping
- Only update player object knowledge on seeing or detecting
- Improve screen updates
- Improved profile for town lava streamers (750ft ironman town layout)
- Remove radius from breath effect description
- Only update player trap knowledge on seeing or detecting
- New walls for ironman town layout at 750ft
- Cancel object tracking if the object is on the floor when leaving a level
- Basic cone-shaped breaths
- Add thrusting effect for force breaths
- Change WAND_BREATH activation and Dragon's Flame/Frost/Breath effects from BALL to BREATH
- Make trap location detect chests
- Make trap location also detect visible traps
- Really fix parsing error when parsing female player presets (Shockbolt tileset)
- Fix Wipe spell (update visuals)
- Fix projection effects on terrain (light, visuals and flow)
- Prevent casting darkness on safe floor tiles (they should always remain lit)
- Fix player forgetting the level layout when entering a suburb area
- Fix hallucinations on non-dungeon permanent walls (house, arena...)
- Prevent controlled monsters from picking up items, allow others to do so again
- Fix crash when freeing player struct
- Describe targeted objects properly when the player is blind
- Prevent non crypted password from showing up at "Enter password" prompt,
display "(default)" instead
- Fix "You are not experienced enough to drop items" message spamming when a level 1 character tries to ignore items
- Properly boost magic device damage according to character device skill
- Fix another bug in the slay cache
- Fix a bug when stacking an unknown item with a similar item bought from a shop
- Use a charge from the right staff after pack reordering when using a staff of identify to identify another staff
- Use ANSI standard where feasible
- Use known cave to memorize terrain
- Use known cave to memorize objects
- Add known field to struct object, set it when object becomes known
- Move ID to known objects
- Use known cave to memorize traps
- Remove a useless object knowledge flag
- LIBPNG upgraded to version 1.6.21

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

Note: the site layout has changed (didn't have the choice -- Orange upgraded their site template and I had to migrate), I started to port everything from the old pages, but didn't want to invest much time in it. So for now it's quite ugly...
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Old March 12, 2016, 07:27   #22
luthanos
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Server ist updatet to build5 happy rogueliking!
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Wenn du ein Schiff bauen willst, dann trommle nicht Männer zusammen, um Holz zu beschaffen, Aufgaben zu vergeben und die Arbeit einzuteilen, sondern lehre sie die Sehnsucht nach dem weiten, endlosen Meer.
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Old March 12, 2016, 20:14   #23
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Saving the Passwort in the *.ini File doesnt work anymore
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Old March 14, 2016, 10:24   #24
PowerWyrm
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Quote:
Originally Posted by luthanos View Post
Saving the Passwort in the *.ini File doesnt work anymore
Are you sure? It works fine for me... The only thing I've done is mask the password with "(default)" when connecting, but using "(default)" will use the stored password, so simply press "Enter" to use your stored password.
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Old March 14, 2016, 18:33   #25
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Maybe its becouse my password is longer then the * can go?
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Old March 15, 2016, 12:41   #26
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Restarting a game from a deceased character savefile crashes the server... I'll have to fix that asap.
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Old March 15, 2016, 13:50   #27
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Just stopping in to say that after all this time I still can't read your variant's name as anything other than "Pulse-Width Modulated Angband".

Which I guess would be appropriate if we still used phone modems to connect to the Internet!
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Old March 16, 2016, 08:00   #28
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Quote:
Originally Posted by Derakon View Post
Just stopping in to say that after all this time I still can't read your variant's name as anything other than "Pulse-Width Modulated Angband".
I think a re-branding is in order. The amount of work done by PowerWyrm on this game deserves to be considered more than a branch of a variant.
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Old March 16, 2016, 09:33   #29
PowerWyrm
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Quote:
Originally Posted by luthanos View Post
Maybe its becouse my password is longer then the * can go?
Passwords are limited to 15 characters, so yes, if the password provided in the ini file is longer, it won't work.
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Old March 16, 2016, 09:43   #30
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Quote:
Originally Posted by PowerWyrm View Post
Restarting a game from a deceased character savefile crashes the server... I'll have to fix that asap.
Unfortunately, I goofed big time when modifying the savefiles for build 5. I tried to keep savefile compatibility, but stupidly forgot to check if the character was not already dead before saving the player trap/object knowledge in the savefile. So upon load, I get pointless info that I need to discard. I applied a fix, but still got client and server crashes... which I haven't been able to reproduce yet. I'll release a build 6 tonight then I'll try to investigate about these crashes.
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