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#1 |
Prophet
Join Date: Apr 2008
Posts: 2,831
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Development version of PWMAngband 1.4.0 released for testing
Here's the list of changes that have been implemented up to now:
- Monsters can whip or spit on the player from nearby - Implement temporary monster flags (CAMOUFLAGE, AWARE, HANDLED) - 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 - Restore UNIX support - Major overhaul of the monster list - Tidying and documenting of monster allocation - Deeper in the dungeon shallow monsters are less likely to appear - Spiders can weave webs - Add line for fragility in describe_curses() - 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 - Remove Shockbolt tileset - 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 missing Shapechanger spells - Add shard balls - Add a dummy golem in base town for target practice - Add SMASH_WALL, changes to SHATTER blow effect - Some font improvements - Many fixes to bugs and memory leaks - Nerf randarts - Unnerf no_selling gold drops on early levels - Adjust first cast experience for lots of spells - Remove TMD_CUT_ constants - 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 - Take all rock colors down a shade - Treasure in quartz as yellow - Expand properties line in object.txt to level, weight, cost - Expand combat line in object.txt to attack and armor - Replace Lose Memories - Simplify saved subwindow preferences - Make Fortune Cookies single items in stores - Make Dragons and Monks learn obvious object properties on carry - Add throwing weapons - Add some missing object descriptions - Expand properties line in artifact.txt to level, weight, cost - Expand combat line in artifact.txt to attack and armor - Add extra moves and damage reduction - Add TRAP_IMMUNE - Make _Starlight more useful, replace Door Destruction with Darkness - Fix for targeting of spells with multiple effects - Make sure arcs include all the target path - Stop fast monsters getting a turn before the player after being summoned by a trap - Make timed healing fast metabolism, adjust nature spells - New Hydra race - Make stores always accept items with unknown runes in no-selling - Fix outside of a couple of vaults - Change vegetal monster base symbol to 'l', add 'l' monsters to the Old Forest - Change stealing command to 's' - Make stealing a bit easier - Add Mushrooms of Shadows Files updated: binaries only (source will come with first beta). Files are available for download at the usual location: http://powerwyrm.monsite-orange.fr Note: Gervais tileset hasn't been updated yet, so if you want to test this just stick to ASCII. Development will continue until I catch up with Vanilla changes, add remaining PWMAng features and tackle the planned issues from Git repository.
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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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#2 |
Prophet
Join Date: Apr 2008
Posts: 2,831
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New version released with the following changes:
- Add aquatic monsters - Track number of thefts, reduce drops of uniques accordingly - Add option to play again on death - Replace Satisfy Hunger with Remove Hunger - Add new foods - Enlarge character resist display - Nerf rings of Escaping - Make being teleported wake monsters - Stop lore saying undead don't resist nether - Add light level meter - Pressing another macro clears choice menu when a first macro lacks item - Adjust some player race heights - Make player not learn slays for monsters they can't see - Add trap immunity, move speed and damage reduction as possible randart properties Files updated: binaries only (source will come with first beta). Files are available for download at the usual location: http://powerwyrm.monsite-orange.fr Note: all commits from V ported up to the official 4.2.0 release. So the last 3 things to implement are: - bugfixes and improvements from V for 4.2.0 - Git issues for PWMAngband set for 1.4.0 release - Gervais tileset with all the new stuff
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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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#3 |
Veteran
Join Date: Nov 2013
Posts: 1,401
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Something I wanted to ask about V: why are rings of escaping nerfed? Even at <+4> the rings were pretty bad in my opinion. At <+2> they are a veritable joke. Anyway, I think I'm going to try out your variant soon.
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Detailed account of my Ironman win here. |
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#4 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 5,979
Donated: $40
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Some people occasional dual wield them, apparently. But they mess up spell success rate along with melee, so there's not much use IMO. Ring of Mouse is way, way better.
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#5 | |
Knight
Join Date: Mar 2015
Posts: 762
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Awesome update! Aquatic monsters, option to play again on death, character resist display, new randart properties (-> new race/class properties!).. It's life-changing stuff
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https://tangaria.com - Angband multiplayer variant tangaria.com/variants - Angband variants table tangar.info - my website ⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽ My chars @ angband.oook.cz youtube.com/GameGlaz — streams in English ⍽ youtube.com/StreamGuild — streams in Russian Last edited by tangar; March 14, 2020 at 05:46. |
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#6 |
Prophet
Join Date: Dec 2009
Posts: 9,024
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Yeah, once you make the decision to give permanent speed on early-game gear, you find yourself with a very tricky balance problem. In Vanilla the downside doesn't even stack, so if you're going to wear one there's very little reason not to wear two.
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#7 |
Adept
Join Date: May 2019
Location: Indio, California, United States
Posts: 145
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thanks for all the changes!
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#8 |
Prophet
Join Date: Apr 2008
Posts: 2,831
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New version released with the following changes:
- Stop block fall trap crash - Fix a few small bugs - Nerf death wings/golems - Remove Unlife pits (we already have golem and elemental pits) - Reorganise player-attack - Increase bigger weapon dice chance - V-combat throwing - Modify some artifacts - Make ent draughts nourish like honey-cakes - Harmonise plurals of hydra - Change order of messages when taking items off - Detarget teleported monsters if out of LoS - Add j/k keys for scrolling help text - Nerf Recharge effect - Make stunning kill fastcast, tap devices stun - Halve device damage boosts - Give some monsters orb of draining - Fix resource leak (file descriptor not closed) - Grammatical and spelling fixes - Simplify Term_fresh - Give ATTR_FLICKER to Cantoras and Gilim - Give Alchemist's gloves better armor - Arrange town shops along streets - Light hidden squares in town - Un-hardcode hybrid monsters by adding a HYBRID flag - Make sure every extra projection effect has a message - Show plater grid trap or terrain on status line - Make items with random resists also ignore that element - Allow player to be pushed into traps, webs or objects by earthquakes - Add README file - Replace hardcoded flicker table with one from a config file - Implement color cycling - Nerf to Mana Channel - Make Cover Tracks reduce monster hearing and sight as well as smell - Major changes to blackguards - Don't show negative values in spell info - Add player_property.txt - Fix incorrect number of bytes read from Packet_scanf() calls - Add browsing of player abilities - GCU port fixes - Changed Term_resize() to handle all of the saved stack of terminals - Add movement speed to status line - 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 - Prevent randart launchers from getting negative multipliers - New option: Use white color for torch-lit grids in towns - Replace specific skeletons by general skeletons, rework Raise effect Files updated: binaries only (source will come with first beta). Files are available for download at the usual location: http://powerwyrm.monsite-orange.fr Note: this is now on par with current V.
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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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