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Old November 20, 2015, 18:41   #1
PowerWyrm
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Beta version of PWMAngband 1.1.11 released

New PWMAngband 1.1.11 beta 1 released!

This version will port the features from the vanilla Angband 4.0 series. Check readme.txt for the HUGE list of changes...

Note: this version introduces the highly experimental turn-based mode, so that people can try PWMAngband without the real-time feature. This is a rough hack and probably breaks a lot of core gameplay features, including (but not limited to) tunneling, monster/object lists, detection, animations and so on... but it's playable and works fine as long as you don't expect something as polished as vanilla Angband. I'll try to fix more related stuff in the next betas. To activate the mode, set TURN_BASED to "true" in mangband.cfg, run your server with your favorite options and launch the client: as long as there is only one player connected, the game should play in turn-based mode.

Files updated: client, server and source code.
Files are available for download at the usual location: http://powerwyrm.monsite-orange.fr
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Old November 20, 2015, 22:55   #2
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It should be said that not only was porting all the Angband 3.5-4.0 changes a massive job, it has been incredibly valuable to the bugfixing process for Vanilla. I would estimate it's taken six months off the "getting Angband 4.0.x to stable" process. Thank you so much.
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Old November 21, 2015, 00:50   #3
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Congrats on the release, PowerWyrm.
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Old November 21, 2015, 13:22   #4
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Awesome job PowerWyrm.
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Old November 24, 2015, 19:50   #5
PowerWyrm
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New PWMAngband 1.1.11 beta 2 released!

Quick fix version. Changes:

- Fix tunneling in turn-based mode by making the command use a fixed repeat count of 10
- Do not generate wide corridors in turn-based mode
- Disturb searching (cancel repeat count) when a secret door has been found
- Make dropping ignored items drop the right items
- Fix player turn calculation
- 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
- 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

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 November 24, 2015, 20:24   #6
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Incidentally, I finally figured out why your variant's name keeps throwing me for a loop. When are we going to see the Frequency-Modulated Angband?

(by comparison with Pulse-Width Modulated)
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Old November 27, 2015, 18:54   #7
PowerWyrm
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New PWMAngband 1.1.11 beta 3 released!

Quick fix version. Changes:

- Make monster summons always hostile, even when playing a Summoner
- Fix artifacts not properly reset when leaving a level through manual design, Alter Reality spell, or simply by common means (stairs, recall...)

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 November 30, 2015, 09:24   #8
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Quote:
Originally Posted by PowerWyrm View Post
- Make monster summons always hostile, even when playing a Summoner
Does this mean that a summoner's summoned things are hostile to the summoner? Or was there a bug where things summoned by already-hostile enemies were not hostile to summoners? (The former sounds more exciting, if unfair.)
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Old November 30, 2015, 11:29   #9
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Quote:
Originally Posted by jrodman View Post
Does this mean that a summoner's summoned things are hostile to the summoner? Or was there a bug where things summoned by already-hostile enemies were not hostile to summoners? (The former sounds more exciting, if unfair.)
From the competition thread where PW first posted about this, all summons were friendly to @, even those summoned by monsters.

The other note is fixing a bug that made every game a de facto "preserve mode" on game.
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Old November 30, 2015, 12:28   #10
PowerWyrm
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Quote:
Originally Posted by jrodman View Post
Does this mean that a summoner's summoned things are hostile to the summoner? Or was there a bug where things summoned by already-hostile enemies were not hostile to summoners? (The former sounds more exciting, if unfair.)
"Monster" summons are hostile, that is when a monster uses its summon abilities (monster_spell.txt). In beta 2, I forgot to update a parameter in that file (% chance of summons being friendly) for the SUMMON effect, so everything summoned was friendly (the default).

"Player" summons (from spells or from scrolls/staves of summoning) are hostile or friendly depending on multiple things. Rogues get 5% chance of friendly summons from the Summon Monsters spell. Shapechangers get 10% chance of friendly summons from the Summon abilities. Base chance of getting a friendly summon is 100% for Summoners. After that, they get a chance of summon turning hostile based on level difference (mlvl - 5 vs clvl * 5), and a chance of getting a useful summon (one attacking other monsters) based on WIS (50% at 18, 100% at 18/***).
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