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#1 |
Prophet
Join Date: Apr 2008
Posts: 2,972
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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! |
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#2 |
Prophet
Join Date: Apr 2008
Posts: 2,972
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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! |
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