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Old July 13, 2019, 15:19   #1
PowerWyrm
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Development version of PWMAngband 1.3.0 released for testing

Here's the list of changes that have been implemented up to now:

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

Angband 4.1.3:

- Spell info improvements
- Grey out unreadable books in the inventory
- Show recharge failure chances in item list

PWMAngband:

- Match class color with spellbooks, make ghosts light grey
- Switch the Brandywine Bridge area from special level to town
- Add option to overexert player instead of preventing casting when out of mana

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

Angband 4.1.3:

- Updated mage class (arcane realm)
- Make slow and confuse monsters progressive
- New druid class (nature realm)
- Make Bookseller automatically sell all town books
- Remove class experience penalty
- Updated priest class (divine realm)
- Make demons living
- Updated necromancer class (shadow realm)
- Updated paladin class (divine realm)
- Updated rogue class (shadow realm)
- Allow rogues to steal from sleeping monsters
- Nerf extra shots (PWMAngband: implement fractional shots)
- Updated ranger class (nature realm)
- New blackguard class (shadow realm)
- Adjust hitdice
- Alchemist sells wands of Light and Stone to Mud instead of Hold Monster,
Stun Monster and Wonder
- Replace pointy penalty with blessed bonus
- Remove arcane glove penalty
- Reduce frequency of non-readable books

PWMAngband:

- Updated sorceror class (arcane realm)
- Allow wands of Heal Monster to work on other players
- Remove class restrictions for Dragons and race/class restrictions for
fruit bat mode except Dragon
- New FRIENDLY monster flag
- Make idle players even more stealthy
- Updated archer class (nature realm)
- Updated telepath class (psi realm)
- Updated summoner class (divine realm)
- Add maximum level requirement parameter for dungeons
- Add minimum level requirement system for objects (activated by
the LEVEL_REQUIREMENT server option)

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

Angband 4.1.3:

- Stop non-damaging projections from waking up monsters
- Fix mana not updating bug
- Fix crash bug where some carried objects fail to be created

PWMAngband:

- Allow more than 255 terrain types
- Remove pointless cure blindness/confusion effects from spells which obviously
cannot be cast while blind or confused

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

Angband 4.1.3:

- Improve monster detection code
- Improvements to effect code
- Change targets to struct target
- Make notifications on player timed effects finishing behave more sensibly
- Rework timed status effects
- Tweak class melee
- Replace coordinates with a struct loc

PWMAngband:

- Add a cooldown parameter for spells
- Remove obsolete CLASS_GHOST variable
- Set max townies in town.txt for each town and remove the cfg option
- Remove max trees cfg option, don't grow trees and prevent destroying trees
in starting town
- Improve MvM code

Files updated: binaries only (source will come with first beta).
Files are available for download at the usual location: http://powerwyrm.monsite-orange.fr
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Old July 19, 2019, 10:14   #2
tangar
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Exclamation

1) bug#1

after certain count of tiles game stop to load

reproduction:

working version (it's common PWMA previous version, where I've added my tileset, object, trap and monster files):
https://drive.google.com/open?id=1mZ...0fT-NQgueTwkuz
it works (tiles messed up cause there are no custom town, but game works)

'bugged' (contain just tileset files, I've added there just a 32 more tiles).
https://drive.google.com/open?id=1ZL...Z4AUMY2QsRwOW2
it shows blank screen after you login to the game. no errors shown

If you would compare working version and 'bugged' ones - you would see that they are equal and the only thing which differs them is number of tiles. So after certain threshold game stops to load graphics.

2) bug#2: I wanted to show bug#1 at latest version of PWMA, but it seems tilesets doesn't work there
https://i.snag.gy/giuXxL.jpg

But I suppose bug#1 happens in new version too.
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Last edited by tangar; July 19, 2019 at 13:41.
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Old July 22, 2019, 08:18   #3
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FYI, the current version is unplayable, there's a fatal bug in the code that will make cave_illuminate() crash. This is already fixed in my local copy, I'll try to update when I've made more progress with the struct loc refactor.
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Old July 22, 2019, 09:44   #4
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*thumbs up* Hope everything would come smooth
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Old July 26, 2019, 18:35   #5
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New version is out. Changes:

- More struct loc refactoring
- Send f_attr/f_char streams in four parts to allow more features in terrain.txt
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Old July 29, 2019, 07:30   #6
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Awesome updates!


/rfe it would be great to have possibility to put player houses inside of custom towns; the same way as this houses placed at PWMA Hobbiton.

Currently it didn't work; eg in 'terrain.txt' we got:


open house door / closed house door / Home


If I'm adding 'closed house door' to town_feat object and try to enter there - server crushing (same thing with 'closed house door (Home)'). If I'm adding 'Home' - you could pass this door and at the same moment it says that 'it's closed'
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Last edited by tangar; July 29, 2019 at 07:40.
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Old July 29, 2019, 08:18   #7
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You cannot add player houses to custom towns because they have to be generated programmatically (too many parameters). Adding visuals (walls, doors) won't work, because the game has to track the actual house, not only its visual representation.
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Old July 29, 2019, 08:36   #8
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I see now, thanks I hope one day this would be possible as it brings a really exciting possibilities for making game world more realistic.
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Last edited by tangar; July 29, 2019 at 20:39.
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Old July 31, 2019, 13:01   #9
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Powerwyrm, thanks a lot for introducing

Quote:
# name : town name
# short : short town name (for file and display)
now it's much easier to organize locations
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Old August 1, 2019, 13:15   #10
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dungeon.txt:
Quote:
# Set min-depth to the depth of the first level of the dungeon.
# Leaving min-depth unset means that the first level of the dungeon has a
# standard depth of 1. This should always be the case for the Main Angband
# dungeon.
is it alright if I assign min-depth:70 for 'Main Angband dungeon'? I checked and it works.. Just wanna be sure that it won't break anything
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