PWMAngband 1.1.0.x

Issues, news, and discussion specific to the PWMangband variant.
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PowerWyrm
Balrog
Posts: 1574
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PWMAngband 1.1.0.x

Post by PowerWyrm » Sat 28.06.2008, 20:03

New patch 1.1.0.1 for PWMAngband 1.1.0 released!
(test server updated, new client available at usual location)

List of changes:
- some name/description changes in monster.txt
- VERSION_EXTRA management changed again: version is now described as "1.x.y.z" on the metaserver with z representing the VERSION_EXTRA parameter (to allow client changes between 1.1.0 and 1.1.1)
- fixed calc_hitpoints(): current hps could be greater than max hps, added a test to enforce (current hps <= max hps)
- fixed make_attack_spell(): monsters could cast spells even if they didn't have the energy required to do so
- new monster flag: ARROW_X (RF4_ARROW_X, allows monsters to shoot seeker arrows for 9d6 damage)
- new monster flag: PWMANG_BASE (RF3_PWMANG_BASE, tags a monster as PWMAngband base monster)
- new monster flag: PWMANG_EXTRA (RF3_PWMANG_EXTRA, tags a monster as PWMAngband extra monster)
- new cfg option: BASE_MONSTERS (set to TRUE to enable PWMAngband base monsters, default = TRUE)
- new cfg option: EXTRA_MONSTERS (set to TRUE to enable PWMAngband extra monsters, default = FALSE)
- some new PWMANG_EXTRA monsters added in monster.txt (especially high level monsters, to make 5000-6350ft more interesting)
- fixed display_inventory(): store inventory was stuck on an empty page when the last item of a page was bought, added a check to display the previous page in that case
- fixed process_monsters() and update_mon(): monsters will now go after the closest visible player, and only if there are no visible player available will they go after the closest non-visible one (this should fix the cheezy AI exploit allowing to kill tough monsters easily with hidden chars)
- monster pits/nests will now enforce the following rules: no uniques, no breeders, no monsters that can escape the nest/pit (blink, teleport, pass wall or kill wall), no monsters that can kill other monsters
- new monster nest: unlife (elementals, golems, vortices), dungeon level 70 and deeper
- new dragon pits: gold + bronze
- greater vaults have now a (2*vault rating) or (250000 / depth*depth) % chance of generating a "special" level feeling (100% between dungeon levels 10 and 50, down to a minimum of 15.5% at dungeon level 127)
- lesser vaults have now a (2*vault rating) or (62500 / depth*depth) % chance of generating a "special" level feeling (100% between dungeon levels 5 and 25, down to a minimum of 3.9% at dungeon level 127)
- monster pits/nests have now a (100*min_depth*min_depth / depth*depth) % chance of generating a "special" level feeling, where min_depth is the min depth at which the type of monster pit/nest can be found (250ft for orc/jelly pits, 1000ft for troll pits...): this will greatly lower the chance of getting a "special" level feeling from an orc or jelly pit at 6350ft

Alignments with MAngband 1.1.0:
- Friendly Targeting biased -> fixed
- Improve client notifications for floor items -> done
- Destroying a stack of items on the ground -> done
- Nicer rle encoding -> done
- Energy/Running exploit -> fixed

PowerWyrm
Balrog
Posts: 1574
Joined: Sun 27.11.2005, 15:57

Re: PWMAngband 1.1.0.x

Post by PowerWyrm » Fri 04.07.2008, 23:01

New patch 1.1.0.2 for PWMAngband 1.1.0 released!
(test server updated, new client available at usual location)

List of changes:
- monster hp is now capped at 32000 to avoid integer overflow
- added flavor messages when Senyakaze and Xakaze are generated (the two most powerful monsters of the "extra" set of monsters; beware, they are much more powerful than Morgoth...)
- a check has been added so that Xakaze cannot be generated before Senyakaze is killed
- all new "extra" monsters with depth greater than 100 have been made FORCE_DEPTH
- the depth of monster pits/nests has been adjusted to match the depth of the monsters inside more closely (this should decrease the number of orc/troll/jelly pits generated deep in the dungeon)
- fixed process_monster(): monster melee attacks were taking twice the energy to perform
- fixed process_monster(): non moving monsters that don't cast spells or perform a melee attack during a turn didn't use up some energy
- it is now impossible to go from 4950ft to 5000ft if Sauron has not been killed
- it is now impossible to go from 5000ft to 5050ft if Morgoth has not been killed
- fixed process_monsters(): a player entering an unallocated wilderness level in running mode was crashing the server

Alignments with MAngband 1.1.0:
- Remove tmp folder -> done
- Client/Server share version number -> done

PowerWyrm
Balrog
Posts: 1574
Joined: Sun 27.11.2005, 15:57

Re: PWMAngband 1.1.0.x

Post by PowerWyrm » Fri 11.07.2008, 21:21

New patch 1.1.0.3 for PWMAngband 1.1.0 released!
(test server updated, new client available at usual location)

List of changes:
- wilderness ratings have been corrected
- fixed process_player_name(): p_ptr->base_name shouldn't be limited to 8 chars, only p_ptr->savefile should use the first 8 chars of p_ptr->base_name to build the savefile name under Windows (this will allow to report full nicknames to the metaserver, and not only truncated ones)
- temporary fix in Report_to_meta(): PWMAngband didn't respect the current metaserver format, changed it temporarily so that PWMAngband servers can connect to the metaserver again
- fixed target_set_friendly(): players could target other players that were not in their party
- monsters under control or domination are now neutral to all party members if their master belongs to a party
- non hostile monsters now react when injured by any party member and won't give neither xp nor drops to any party member when killed
- fixed Raise Dead spell: it was possible to raise too many corpses/skeletons, resulting in negative mana after the spell was cast
- fixed msg_print(): the "(((" prefix for death messages was displayed in server log
- an attempt to teleport a player to a grid near a given location will now fail if there is no suitable grid in LOS of that location (instead of teleporting the player out of LOS of that location)
- new monster nest: mimic nest (dungeon level 15 and deeper)
- new monster pits: people pit (dungeon level 20 and deeper) and angel pit (dungeon level 40 and deeper)
- Elemental Brand spell changed to Cold Brand for necromancers
- pressing a spell letter when browsing a book now displays the spell description from spell.txt
- necromancers in Undead Form won't get disturbed by the constant hp drain anymore
- monster_lore field 'killer' removed
- monster_lore field 'sights' replaced by byte field 'seen' to recall known uniques
- monster_lore field 'deaths' replaced by 'tdeaths' to recall all player deaths from a monster
- monster_lore field 'pdeaths' added to recall deaths from a monster for a single player
- MSG_LEN increased to 1024

Alignments with MAngband 1.1.0:
- Server listening port restricted to arbitrary range -> fixed
- Ironman mode doesn't respect metaserver format -> fixed
- Disable logging of private messages -> fixed

PowerWyrm
Balrog
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Re: PWMAngband 1.1.0.x

Post by PowerWyrm » Sun 20.07.2008, 20:53

New patch 1.1.0.4 for PWMAngband 1.1.0 released!
(test server updated, new client available at usual location)

There will be one last patch next week them I'm off for 3 weeks... under a sunny sky :)
When I'm back I hope we'll have a permanent server...

List of changes:
- player_type field "r_killed" removed
- new monster lore system per player (with monster_lore structure)
- monster descriptions implemented (press "r" from the "l"ook command when the cursor is positionned on a monster)
- fixed stair_creation(): sometimes the RNG was generating more than 10 up staircases in a row...
- new monster blow effect: FORGET (same effect as FORGET spell)
- MIND_BLAST and BRAIN_SMASH now cause amnesia
- FORGET now causes more amnesia
- new monster blow effect: DISEASE (poison + lose CON)
- new monster blow effect: TIME (same effect as time breath)
- new monster blow effect: DISARM (chance of getting disarmed or bleeding effect if fighting barehanded)
- new monster blow effect: FAMINE (food level cut in half)
- added some debug code in teleport_player_to() to track a server crash
- added a check against MAX_HOUSES when generating a house

Alignments with MAngband 1.1.0:
- Players have only one house -> done
- More detailed "Last Messages" in dump -> done

PowerWyrm
Balrog
Posts: 1574
Joined: Sun 27.11.2005, 15:57

Re: PWMAngband 1.1.0.x

Post by PowerWyrm » Sat 26.07.2008, 00:26

Oops...
I already had updated the files at the usual location (client + server) with the new 1.1.0.5 patch when I discovered fatal bugs in that patch. I'll see what I can do tomorrow about that, but I won't have much time as I'm off for 3 weeks of vacation starting this Sunday. In the meantime, please don't download client or server, they would crash horribly... I knew I shouldn't have implemented fancy features at the last minute.

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Re: PWMAngband 1.1.0.x

Post by Warrior » Sat 26.07.2008, 16:46

Hehe, thanks for the warning. And have a nice vacation :)
-- Mangband Project Team Member

PowerWyrm
Balrog
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Re: PWMAngband 1.1.0.x

Post by PowerWyrm » Sat 26.07.2008, 23:16

Finally found the problem...
Note to self: before removing "{" and "}" around one line of code... check before that the line of code is not a MACRO!
I made this mistake for cave_lite_hack(), and the whole lighting code was broken. Fixing it right now and repackaging the client and server for patch 1.1.0.5.

PowerWyrm
Balrog
Posts: 1574
Joined: Sun 27.11.2005, 15:57

Re: PWMAngband 1.1.0.x

Post by PowerWyrm » Sat 26.07.2008, 23:57

New patch 1.1.0.5 for PWMAngband 1.1.0 released!
(new client and server available at usual location)

This is the last update before my 3 weeks vacation. Unfortunately, this patch breaks savefile compatibility with 1.1.0.4 so people running previous instances will have to restart a new one. I started to implement stuff from Angband 3.x in this release, and reorganize some code accordingly, so if you find bugs due to the new code please report them on this forum...

List of changes:
- no more rocks of Holy Might (only "mithril" or "seeker" ammo can be of Holy Might)
- prices in player owned shops are now limited to 2x the expensive black market price (20x base value)
- fixed Send_maxstat(): packet should be sent to all clients (the check for older clients has become obsolete)
- objects that can be stored in player owned shops are now limited to the types usually sold in the corresponding normal store, excluding "Home" and custom stores which allow everything
- objects cannot be thrown through open house doors anymore
- fixed player_birth(): the DM should be aware of every item in the game
- setting LEVEL_UNSTATIC_CHANCE option to 0 now unstatices every level immediately when no player is on it anymore
- new monster flag from Angband 3.0.x implemented: FRIEND (monsters are generated with one similar monster - applied to: Filthy street urchin)
- new monster flag from Angband 3.0.x implemented: HURT_FIRE (monsters take double damage from fire branded weapons and fire spells - applied to: mainly cold or wood based monsters, see monster.txt for complete list)
- new monster flag from Angband 3.0.x implemented: HURT_COLD (monsters take double damage from cold branded weapons and cold spells - applied to: mainly fire based monsters, see monster.txt for complete list)
- new monster flag from Angband 3.0.x implemented: RES_NETH (monsters take less damage from nether spells - applied to: mainly nether breathers and nether based monsters, see monster.txt for complete list)
- new monster flag from Angband 3.0.x implemented: NO_STUN (monsters cannot be stunned - applied to: mainly sound based monsters, ghosts and various passwall monsters, vortices, golems, angels, see monster.txt for complete list)
- new monster flag from Angband 3.0.x implemented: BR_MANA (monsters breathe magical energy - applied to: Great wyrm of power)
- monsters immune to cold can now bleed from ice attacks
- fixed monster lore: bits of info discovered by the player were missing in many places
- fixed project_m(): some spells could make NO_FEAR monsters afraid
- fixed project_m(): some spells could put to sleep NO_SLEEP monsters
- DM now has perfect monster lore
- rocks are now grey (to avoid confusion with dead trees)
- more missiles for monks: shurikens
- new artifact: The Shuriken of the Black Ninja

Alignments with MAngband 1.x:
- none

Alignments with Angband 3.x:
- Replace all uses of strcat() with my_strcat(): done
- Create ui.c and z-file.c (Angband 3.0.8): done
- Make magic mapping and detection spells cover a circular area around the player (Angband 3.1.0): done
- Split random name generation out from randart.c into randname.c (with slight rewrite), and we now use this code for both randarts and scroll names: done

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