Angband.oook.cz
Angband.oook.cz
AboutVariantsLadderForumCompetitionComicScreenshotsFunniesLinks

Go Back   Angband Forums > Angband > Variants

Reply
 
Thread Tools Display Modes
Old September 20, 2023, 18:54   #1
PowerWyrm
Prophet
 
PowerWyrm's Avatar
 
Join Date: Apr 2008
Posts: 2,973
PowerWyrm is on a distinguished road
PWMAngband 1.6.0 released

For those unfamiliar with PWMAngband, it's a multiplayer real-time variant of Angband based on MAngband 1.x 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 ports the latest changes from Vanilla 4.2.x and implements various other features/fixes.

See https://github.com/draconisPW/PWMAngband/releases for the Windows release.

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!
__________________
PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!
PowerWyrm is offline   Reply With Quote
Old September 20, 2023, 18:55   #2
PowerWyrm
Prophet
 
PowerWyrm's Avatar
 
Join Date: Apr 2008
Posts: 2,973
PowerWyrm is on a distinguished road
Here's the complete changelist since 1.5.0 (warning -- that's a lot to read!):

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

Angband 4.2.x:

- Show spell description by default when browsing
- Update scalable 16x16xw.woff to the newest upstream version
- Allow '@' to fast forward the birth process using random choices and a default
point buy for the statistics
- Change keymap terminator to =
- Change key to reset birth options to the Angband defaults
- Changed purchase message to show if a book is not usable
- More consistent background handling
- Allow yes/no interface options to carry over between characters
- Generate sounds when entering or leaving stores
- Reorder checks/confirmations so they happen before additional prompts
- In open targeting mode, allow running keys to step 10 grids at a time
- Use the color table values in screenshots for COLOUR_DARK and COLOUR_WHITE
- GCU: also set background color on standard screen
- Add option to include monster list in screenshots
- Print total number in pack/quiver when dropping, picking up, or consuming
an item that's in the pack/quiver or ends up there
- Improve "puff of smoke" messaging
- Allow monster races to customize the spell casting messages
- Clarify rejection message for the fire command
- Add comma to monster's name where appropriate
- Change messages when a new keymap is entered
- Drop phrase in monster name when forming a possessive
- GCU: for 256 or 88 color terminals, default to using init_color() for the
color table
- SDL2: fix handling of '=' key
- Allow more menus to use the rogue-like movement keys for navigation
- Change message from "You see" to "You recall" when targeting an unseen grid
- Add borders around option menu prompts that don't clear the screen
- Suppress "You have ..." message for artifact jewelry when all non-curse runes
are known
- Modify text when player is aware of a monster via detection or telepathy
- Change default Enter key behavior in stores
- Don't beep when escape is pressed while '*' targeting
- Adjust description of Mana Channel
- Move artifact light sources to top of item list if unidentified
- SDL: make use of scalable fixed-width fonts in lib/fonts
- Windows: allow "Enable nice graphics" to use all tile multipliers available
in the menu
- Align store item's context menu keys with the command keys in the store
- Better match store's in-game help description to the keys available
- Have lurkers and trappers become noticeable in ASCII
- Remove ctrl-c keymap
- In inventory item context menu, change "Drop All" command key to 'A'
- Only redraw the store if you bought something
- Customize spell messages for monsters incapable of speech
- Drop "light" from the descriptions of some quylthulg varieties
- Only show the "Throw" context menu option for objects that can be thrown
- Display spell points even if encumbrance drops maximum to zero
- Character sheet: use '~' for something with resist and vulnerability

PWMAngband:

- Allow negative cost for object kinds to tag them "not for buying" in stores
- Add option to hide controlled monsters in monster lists
- Add /race and /class custom commands to display race and class stats during
play
- Clarify message when creating a character with a name that is already taken
- Revert default ignoring options to "no ignore"
- MotD shown on login in message window (from motd.txt in /lib/screens)
- Add slays/brands to character sheet
- Allow to polymorph directly using form name with the V command
- Add swear word protection for names and messages
- Don't refresh monster list after a pause due to detecting some monsters
- Add /dps command to display average normal damage per round
- Always display all character symbols on the minimap
- Highlight party members in blue on the minimap
- Display ASCII symbols for distorted tiles in knowledge screens
- Don't clear monster/player detection counter if using the 'L' command
after detection until the player has finished looking around
- Add a loading screen between character selection and MotD display
- Allow to color portions of a message using $ and ^ tags
- SDL: rearrange options menu like for the Win client and only allow changing
tile options during setup phase
- SDL2: only allow changing tile options during setup phase

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

Angband 4.2.x:

- Apply temporary and off-weapon slays and brands to unarmed combat
- Reduce monsters passing through or tunneling walls
- For special artifacts, remove additional out-of-depth check on the kind
- Have DETECT_DOORS detect all types of doors, not just secret ones
- Forget remembered impassable terrain at the player's grid if the player is
blind
- Don't disturb the player when a chest trap is detected
- Factor in player trap immunity for failed attempts to disable chest traps
- Broaden the possible grids for teleport destinations
- Adjust calculation for holding summoned monsters
- Don't deduct energy in move_player() when the player doesn't move
- Set Wooden Torches to appear on all levels
- Hydras now just bash rather than open doors
- Restrict entrances to the Fire Festival vault
- Have waybread heal 4d8
- Give hafted weapons bonuses if the character has the BLESS_WEAPON property
- Drop OPEN_DOOR and BASH_DOOR on ethereal dragons
- Drop OPEN_DOOR on Kavlax, mature and ancient dragons
- Impose a distance constraint for non-entry stairs of the same type
- Trap: skip extra effect or other side effects if the player is dead

PWMAngband:

- Limit ESP_RADIUS to 75% of z_info->max_sight if LIMITED_ESP is set
- Drastically reduce dark elven warlock group size
- Allow curative spells/potions to heal controlled monsters
- Allow permanently polymorphed DMs, turn ghost mode off in that case
- Tweak dragons a bit, reduce HP bonus from high level forms by roughly 5%
- Prevent entry to shallow dungeons based on max level instead of current level
- Buffed The Lost Silmaril of Maglor
- Take half a turn when taking off/dropping/refilling an item (ported from V)
- Make pit walls much less likely to be pierced by steamers deep in the dungeon
- Exclude wearing from !* inscription
- Implement RAND_100 flag and assign it to goldfishes
- Remove level requirement from shops
- Rework level requirement to depend only on object level and power
- Increase the number of fountains in dungeons
- New formula for average damage per attack for polymorphed players
- Polymorphed monks get half the to-dam bonus
- Allow monsters to cross one tile of damaging terrain if it doesn't kill them
- Allow multiple values for race/class abilities depending on level
- Allow chance of generating features in wilderness to be as low as 1/10000
- Use time bubble when digging
- Give UNLIGHT players extra infravision
- Add INC_BY_FIXED and DEC_BY_FIXED to increase/decrease satiation by a fixed
amount instead of using percentage
- Apply V's SELECT effect as an average of all effects
- New class: Villager

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

Angband 4.2.x:

- A couple of minor fixes
- Stop monsters hasting themselves
- Set kind's cost for special artifacts
- Allow dumping a color with all zero components if in the basic colors
- Only identify teleport away/scare/dispel/sleep/turn effects if the monster is
seen
- Fix Triple diamond room
- Fix awkward word in the description for Create Arrows
- Learn feather falling if equipped and exposed to fiery terrain
- hit_trap(): interaction with disturb() and learning trap immunity rune
- Check for resistance before issuing message about confusion from strong light
or sound attacks
- Fix incorrect scaling of monster hearing and smell
- SDL2: limit the number of builtin fonts tracked
- SDL2: return early in pict hook if tiles aren't enabled
- Fix Venn diagram room template
- Have HEAL_HP effect work if there's no base or bonus in the amount

PWMAngband:

- Fix unarmed rogues able to "stab" monsters
- Fix crash when enabling/disabling tiles during character creation
- Fix crash during ego/artifact generation by saving ego/artifact indexes as
u16b instead of byte
- Prevent calling exit_game_panic() after shutdown_server() succeeds
- Add missing checks when switching place with a friendly monster or another
player
- Prevent switching place with another player if standing on potentially harmful
terrain
- Check for dead monster/player when fading detect over time
- Fix out of bounds crash when generating a death dump from a small labyrinth
level
- Fix moronic crash when looking at a pile of floor-size items on the floor
- Fix moronic bug allowing players to walk while paralyzed
- Fix spell info/description for spells using SET_VALUE or spell power
(elementalists)
- Fix Cloud room template
- Correctly set mana pool cap to +10 from items and +15 overall
- Add spell name to spell info sent to client to allow keymap by spell to work
properly
- Fix object_all_modifiers_are_known()
- Redraw equip subwindow when inscribing items in the quiver
- Fix crash in file_newer()
- Learn "on wield" runes when picking up ammo
- Fix attacking while walking/jumping/running with extra moves not spending
a full turn of energy
- Fix READ_MINDS
- Fix some va_arg argument types in vstrnfmt
- Learn FEATHER flag when walking on water
- Fix monster AI bug
- Fix crash when targeting a healing spell with a friendly monster in sight
- Fix Dungeon Master pet attacking other monsters
- Fix pets attacking non-hostile player pets
- Fix PROJECT_BEAM error making limited length beams not working
- Hardcode poison effect on potions of poison to avoid identifying issues
- Consider spells on cooldown as okay to cast by the client
- Update browse book screen when a spell enters or goes off cooldown
- Fix wilderness mapping
- Prevent trying to add a player to the "Neutral" party
- Fix double free in Receive_minipos()
- Fix allocation/deallocation of player body

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

Angband 4.2.x:

- Add a return value to new_player_spot() to indicate success/failure
- Restart cave generation in case of failure in new_player_spot() instead of
generating a panic save
- Tidy up vault_chunk()
- In ranged_helper() get the object description after the knowledge updates
- Split effect handlers into multiple files
- Move choice between the old and new vaults to dungeon_profile.txt
- In TAP_UNLIFE, cancel the target set if the creature dies
- Rewrite scatter() and add an extended version
- Make calc_inventory() more efficient
- Simplify prepare_next_level()
- Split target_set_interactive_aux()
- Move the modifiable bits of the artifact structure into their own structure
and make the artifact structure const
- Limit the maximum number of attempts at rooms for modified and moria chunks
- Cache the result of is_quest() in the dun_data structure for cave generation
- Don't set player upkeep flags when using an item from the floor
- Relax assumption that ignore_type_of() for all ego items is not ITYPE_MAX
- Tidy logic for message about revealed object when rubble cleared
- Use TF_LOS, remove square_iswall()
- Perform the extra color table set up for more than 16 colors in init_gcu
- Improve object origin merging
- Remove some suspect uses of format()
- Refactor object_similar()
- Refine combining origins
- Account for SET_VALUE/CLEAR_VALUE effects in get_spell_info()
- Remember cursor size
- Stop treating quiver items as wielded for learning of runes
- Add Term_redraw_all()
- Don't overwrite a normal save with a panic save
- Fix some comments in z-file.c
- Constrain search in drop_find_grid() to avoid out-of-bounds access
- Make highscore_read return value consistent
- Use C99 types for the fixed size integers
- Avoid most integer conversion warnings from Visual Studio
- Add a mode to object_desc() that allows overriding obj->number
- Move effect datafile functions to the right place
- Mark dice_t* arguments as const if the function doesn't modify them
- Add const to pointer arguments for functions in z-util.h
- Add an iterator-like version of cave_find_in_range()
- Move remove_object_curse() to obj-curse.c
- Make ui-player-properties
- Move logic for bookkeeping after a player's move from move_player() to its
own function so it can be called in other cases when the player moves
- Avoid platform-dependent right shift of negative values
- Drop use of Mix_Init() to test for sound file compatibility
- Protect calculation in monster/object rating against overflow
- Protect calculation in object_value_real() against overflow
- Check against overflow when boosting the value of out-of-depth object
- Correct some comments related to the sound system
- Remove sound.cfg
- Changes to UN_KTRL and ENCODE_KTRL
- Return early from process_world() if the player takes fatal damage
- Damage player last so messages are ordered properly if the player dies
- Fix places where monster_is_mimicking() was used as a synonym for
monster_is_camouflaged()
- Tweak obj-init.c for robustness, consistency, and formatting
- Small optimization for lookup_sval()
- Tighten parsing in z-expression.c
- Tweak init.c for robustness and consistency
- Replace my_strcpy(b, format(...), sizeof(b)) with strnfmt(b, sizeof(b), ...)
- Don't modify names in projections array while parsing player_property.txt
- Tighten parsing in mon-init.c
- Have expression_base_value_f functions return an int32_t to match declaration
- Move more special cases hard coded in player-timed.c to player_timed.txt
- z-virt: remove memory poisoning support
- ui-term: remove attr_blank & char_blank
- Tidy some monster-related parsing
- SDL2: keep track of subwindow visibility in sdl2init.txt
- When _WIN32 is set, use GetCurrentProcessId() to mutate the seed in
Rand_simple() and Rand_init()
- Use codes rather than the printable names in data files
- Configure categories for the monster knowledge menu from a data file
- Add to default keymaps so shift+numeric keypad works for running on more
systems
- Loosen coupling between MAX_COLORS and the BG_* constants
- Rework choose_nearby_injured_kin() and remove z-set
- Avoid using sscanf()
- Put constants for criticals in constants.txt
- Clean up message handling on targeted earthquakes
- Generation failures: protect against artifact loss and better messages
- Avoid use of floating-point values
- Keep generated levels in the bounds set by constants.txt
- Add diagnostics for missing monster spell messages

PWMAngband:

- Remove random roller, use default roller instead
- Fix potential crash with standard roller
- Implement SHORT_BEAM effect, replace BOLT_MELEE effect by SHORT_BEAM with
length 1
- Remove bogus END_INFO effect
- Remove square_hack_iscloseddoor() hack
- Don't display "Could not accept TCP Connection, socket error = 0" messages in
the log
- Rework account management
- Add file_get_savefile() and port Rand_simple() from V

Compilation/documentation
-------------------------

- Support for SDL2 client (compiling using Embarcadero C++ 7.30)
- Modify the comment about room cutoffs in dungeon_profile.txt
- Update attack.rst
- Put in first draft of "how it works" documentation for dungeon generation
- Update comments in artifact.txt, ego_item.txt and object.txt
- Adjust brief description for commands
- Update comment about swap weapons keymap in pref.prf
- Add configure option to store gamedata on libpath
- Add panic directory to windows packaging
- Update lib/readme.txt
- Use a top-level help file customized for the chosen keyset
- For the specialized pref files, fix a typo and change some markup
- In the documentation, use lowercase letters with ^ (or Ctrl/ctrl)
- Add descriptions of all the knowledge menu entries to the documentation
for the '~' command
- Fix some compiler warnings
- Extend and update comments in player_timed.txt
- Extend comments in brand.txt and slay.txt
- Add to the comments in monster_spell.txt
- Extend comments in projection.txt
- Remove stdint.h check
- Avoid most of the "redundant declaration" warnings
- Update documentation for keymaps
- Drop mention of wielding ammunition in the documentation
- Update documentation for Holy Avenger and Blessed egos
- Update documentation to match new handling of gold and starting kit
- Docs: mention the toggle ignore command in the ignoring section
__________________
PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!
PowerWyrm is offline   Reply With Quote
Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
PWMAngband 1.4.0 released PowerWyrm Variants 6 October 9, 2020 17:59
PWMAngband 1.3.0 released PowerWyrm Variants 40 March 10, 2020 20:20
PWMAngband 1.2.0 released PowerWyrm Variants 10 April 18, 2019 14:29
PWMAngband 1.1.12 released PowerWyrm Variants 38 December 25, 2018 14:55
PWMAngband 1.1.11 released PowerWyrm Variants 138 August 26, 2016 20:46


All times are GMT +1. The time now is 19:00.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2023, vBulletin Solutions Inc.