New MAngband variant

Issues, news, and discussion specific to the PWMangband variant.
PowerWyrm
Balrog
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New MAngband variant

Post by PowerWyrm » Sun 04.03.2007, 11:06

Ok.. the idea is to start a new variant based on latest MAngband 0.7.3 and add some features to make it less "boring".
I'll start from Jug's source code which will allow classic/ironman servers to be compiled. Currently, the vanilla client is enough to connect to those types of servers, but since I plan to add new races, classes and client-related stuff, a new client will be required in the end.
I'll try to add those features little by little since I don't really have a lot of time for this (doing it during the free time of my free time  :)).

So here it is... PWMAngband 0.0.1

Currently, the only modifications made are:
- special artifact rarities back to vanilla values (no more double out-of-depth rarity check and no more rarity multiplied by 100)
- birth stats rerolled until the base value for primary stat (choice (a) in stat order at birth) is 17 to avoid pointless waste of time suiciding chars to get better stats at start

I'll post all the changes here when they get implemented...

Fink
Ancient MultiHued Dragon
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Re: New MAngband variant

Post by Fink » Sun 04.03.2007, 12:18

Awesome! Glad to hear the news PowerWyrm! While I don't personally find vanilla boring, heh, I'm excited that you want to toss your gauntlet down and dive in for some variant making. Keep us posted on your progress!

Now, you mentioned the issue before, but what bits of your ideas and plans do you think we ultimately lead to needing a new client?

Warrior
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Re: New MAngband variant

Post by Warrior » Sun 04.03.2007, 17:23

Yes, great stuff PW, it always brings tears to my eyes when someone starts working on MAngband :)
-- Mangband Project Team Member

Billsey
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Re: New MAngband variant

Post by Billsey » Wed 07.03.2007, 17:35

[quote author=PowerWyrm link=board=generaldevel;num=1173028019;start=0#0 date=03/04/07 at 11:06:59]- birth stats rerolled until the base value for primary stat (choice (a) in stat order at birth) is 17 to avoid pointless waste of time suiciding chars to get better stats at start[/quote]

While you're doing that, my server code watches for entries in stat_order[] that have the high byte set to some number. My plan was to implement autoroll when they were. The high byte would give the requested minimum value for that stat. I haven't implemented the autoroller itself, just handling of the high byte. An example would be: 0x0002 is INT, 0x1302 is INT with 18/10 requested for a minimum. The assumption probably needs to be made that the client has verified the requested stats are valid for that race/class before passing them to the server as part of birth.

The server then needs to actually have the autoroll code implemented. The client needs to also have the autoroll request implemented, with appropriate UI to match Vanilla.
Mangband Project Team Member

PowerWyrm
Balrog
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Re: New MAngband variant

Post by PowerWyrm » Sun 18.03.2007, 12:43

To keep you informed, here's my progress on the stuff I have already implemented (basic 0.7 client is still sufficient to connect to my server, though you would miss all the client changes with that basic client):


Server side:
-----------

- special artifact rarities back to vanilla values
- stats are rerolled until primary stat = 17, secondary stat >= 16 and third stat >= 15
- randarts implemented
- auto-id ability implemented
- gloves can give extra mana capacity
- starting stuff for DM added
- scroll of artifact creation added
- fixed a bug concerning extra damage dice for ego weapons
- gloves of the magi added
- tweaked the rarities of some ego items
- a couple more messages broadcast
- tweaked some mage spells
- tweaked some priest spells
- each player has his own list of unique monsters
- sorcerors implemented
- fixed an exploit concerning mana replenishment when removing heavy armor
- removed a stupid "converted a 073 savefile" message each time a character was reloaded
- removed silly "customed features" for specific players identified by their name


Client side:
------------

- new command: examine item (I)
- a couple more colored messages in the term 4 window
- mage spell tables updated
- priest spell tables updated
- fixed a bug concerning spell display list
- new class: sorceror
- new command: end mind link (x)
- maxed stats displayed in light brown


I have changed the version to 0.9.9 to avoid errors from hardcoded checks against version number.

Fink
Ancient MultiHued Dragon
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Re: New MAngband variant

Post by Fink » Mon 19.03.2007, 20:19

Holy *crap* PW, you are seriously on a rampage. This is incredible work man!

PowerWyrm
Balrog
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Re: New MAngband variant

Post by PowerWyrm » Sat 31.03.2007, 14:33

And a new update...


Server side:
-----------

- special artifact rarities back to vanilla values
- stats are rerolled until primary stat = 17, secondary stat >= 16 and third stat >= 15
- random artifacts implemented
- auto-id ability implemented
- gloves can give extra mana capacity
- starting stuff for DM added
- scroll of artifact creation added
- fixed a bug concerning extra damage dice for ego weapons
- gloves of the magi added (+mana)
- a couple more messages broadcast
- tweaked some mage spells
- tweaked some priest spells
- each player has his own list of unique monsters
- sorcerors implemented
- fixed an exploit concerning mana replenishment when removing heavy armor
- removed a stupid "converted a 073 savefile" message each time a character was reloaded
- removed silly "customized features" for specific players identified by their name
- drops from unique monsters inscribed with the unique's name
- mage staves/elven staves added
- ego staves of power added
- STORE_INVEN_MAX increased from 24 to 48
- STORE_MIN_KEEP increased from 6 to 12
- STORE_MAX_KEEP increased from 18 to 36
- STORE_TURNS decreased from 500 to 250
- increased the quality of objects sold in black market
- selective ESP implemented (orc, troll, animal, giant, demon, undead, dragon, evil)
- added ESP_xxx to high ego weapons providing SLAY_xxx
- TELEPATHY changed to ESP_ALL
- added the missing RES_LITE and RES_DARK when choosing a random power for items
- fixed a bug that allowed breeders to be generated in the wilderness
- yeeks, goblins, ents and thunderlords implemented
- player xp factor size was coded using a "byte" (limited to 256) -> changed to "short int"
- fixed a bug that caused items with negative to-hit/to-dam/to-ac/pval to be generated with
 huge plusses
- tweaked the generation of special artifacts so they can be generated out of sequential order
- generation of ego items rewritten with a random access function (instead of hardcoded constants)
- RES_FEAR, BRAND_POIS, KILL_DEMON and KILL_UNDEAD implemented
- fixed the "you breathe lightning" message when activating a black DSM
- added a log entry when a normal artifact is generated
- added a runtime option ALLOW_RANDOM_ARTIFACTS to enable/disable random artifacts (see mangband.cfg)


Client side:
------------

- new command: examine item (I)
- a couple more colored messages in the term 4 window added
- mage spell tables updated
- priest spell tables updated
- fixed a bug concerning spell display list
- new class: sorceror
- new command: end mind link (x)
- maxed stats displayed in light brown
- replaced the hardcoded max number of items in store (24) by STORE_INVEN_MAX
- new race: yeek (FEATHER at lvl 1)
- new race: goblin (FEATHER + RES_DARK at lvl 1)
- new race: ent (-2 to speed, SLOW_DIGEST at lvl 1, SEE_INVIS at lvl 5, ESP_ANIMAL at lvl 10,
 ESP_ORC at lvl 15, ESP_TROLL at lvl 20, ESP_GIANT at lvl 25, ESP_DRAGON at lvl 30,
 ESP_DEMON at lvl 35, ESP_UNDEAD at lvl 40, ESP_EVIL at lvl 45, ESP_ALL at lvl 50)
- new race: thunderlord (FEATHER at lvl 1, ESP_DRAGON at lvl 5, RES_FIRE at lvl 10,
 RES_COLD at lvl 15, RES_ACID at lvl 20, RES_ELEC at lvl 25 + limited ESP_ALL with
 radius increasing with lvl)


LIB files:
----------

- modified font-win.prf to display permanent walls in brown
- game files (e_info.txt, k_info.txt, r_info.txt, a_info.txt) updated
- changed some colors for unique monsters to avoid confusion with normal monsters
- upgraded artifacts from vanilla 3.0.6
- upgraded ego items from vanilla 3.0.6
- upgraded base items from vanilla 3.0.6

Fink
Ancient MultiHued Dragon
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Re: New MAngband variant

Post by Fink » Sun 01.04.2007, 14:34

You're a machine, PW ;)

PowerWyrm
Balrog
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Joined: Sun 27.11.2005, 15:57

Re: New MAngband variant

Post by PowerWyrm » Fri 20.04.2007, 17:46

I'll post more stuff when I finish the next batch of changes... but just a quick post to say my server now has...
*drumroll*
keyless houses!
It works fine... the only problem I face is how to disown houses reset by the DM.

Fink
Ancient MultiHued Dragon
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Joined: Tue 20.01.2004, 13:55

Re: New MAngband variant

Post by Fink » Sat 21.04.2007, 14:49

Ah, interesting! How did the keyless house deal go for you?

PowerWyrm
Balrog
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Re: New MAngband variant

Post by PowerWyrm » Fri 27.04.2007, 13:41

Easy... now all problems concerning houses are resolved on my server.

PowerWyrm
Balrog
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Re: New MAngband variant

Post by PowerWyrm » Sun 29.04.2007, 11:17

And here is the latest batch of updates...


Server side:
-----------

- magic ammo implemented
- removed auto-scum and level feelings in the wilderness
- added a runtime option ALLOW_ARTIFACT_HOARDING to enable/disable the storage of artifacts in houses
- NEWBIES_CANNOT_DROP extended to the "v" command (throw item)
- all items in shops fully identified
- keyless houses implemented
- door of owned houses displayed in black
- fixed a bug that allowed characters to sell a house while still in the house
- fixed a bug that allowed characters to sell a house while the house door was still open
- fixed a bug that prevented monsters from casting spells when a character was standing on a wall
- color for rangers changed to light brown
- sorcerors protected by mana shield displayed in purple
- sorcerors protected by mana shield displayed as a number when current mana < 70% of max mana
- new spells/books for rogues implemented


Client side:
------------

- new command in shops: examine item (x)


LIB files:
----------

- magic ammo added
- books of shadows added


The rogue change means that old client won't permit to cast spells with rogues anymore on my server, since a check is made on the client about which books a character can read :(

Fink
Ancient MultiHued Dragon
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Re: New MAngband variant

Post by Fink » Sun 29.04.2007, 12:07

Ooo, interesting bug fixes there PW. Any of those in vanilla MAng?

I think we chatted briefly about it in the past, but make note of any ideas you might have about a future New Client that would make the client easier to deal with for modmakers.

I started a thread some time back on the topic - if you have any thoughts or ideas, toss em in there.

PowerWyrm
Balrog
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Re: New MAngband variant

Post by PowerWyrm » Sun 29.04.2007, 14:57

I guess all the bugs related to houses are in vanilla Mang... pretty stupid things too.
About client related issues, we should find a way to minimize stuff done by the client and put the maximum possible code on the server side... atm too much stuff is done by the client which makes impossible to run variants without having a specific client.

PowerWyrm
Balrog
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Re: New MAngband variant

Post by PowerWyrm » Wed 30.05.2007, 15:59

A pretty busy month on May in RL... but got a few moments to post a quick update:


Server side:
-----------

- unbelievers implemented
- dark swords implemented
- new ghost spell: disenchantment bolt
- new message displayed when Sauron is generated
- new message displayed when Morgoth is generated
- Morgoth not generated unless all players on the level have killed Sauron
- players entering a morgy level before having killed Sauron recalled to town
- players drop their artifacts on the floor when they kill Morgoth
- winners cannot pickup artifacts (except the Crown and Grond)
- King/Queen status displayed on the @ screen


Client side:
------------

- new class: unbeliever


LIB files:
----------

- dark swords added

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