New MAngband variant

Issues, news, and discussion specific to the PWMangband variant.
PowerWyrm
Balrog
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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
Posts: 614
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
Posts: 1574
Joined: Sun 27.11.2005, 15:57

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
Posts: 1574
Joined: Sun 27.11.2005, 15:57

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

Fink
Ancient MultiHued Dragon
Posts: 614
Joined: Tue 20.01.2004, 13:55

Re: New MAngband variant

Post by Fink » Fri 01.06.2007, 00:18

Damn, PW, you're just rocking along! Your variant is gonna be awesome :)

Berendol
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Re: New MAngband variant

Post by Berendol » Fri 01.06.2007, 21:57

Do you want a sub-forum for PWMAngband?
By appreciation, we make excellence in others our own property. (Voltaire)

PowerWyrm
Balrog
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Re: New MAngband variant

Post by PowerWyrm » Thu 07.06.2007, 17:08

That would be cool... would be easier to post updates and discuss about how to set a server for the variant.

PowerWyrm
Balrog
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Joined: Sun 27.11.2005, 15:57

Re: New MAngband variant

Post by PowerWyrm » Thu 07.06.2007, 17:11

BTW I had a few mins tonight and I implemented archers on my variant...  :)

Berendol
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Re: New MAngband variant

Post by Berendol » Fri 08.06.2007, 00:01

Done! Enjoy your new forum, which you can moderate (sticky and close mostly), and your official status as a variant maintainer. I moved this topic from the development forum to your new one.
By appreciation, we make excellence in others our own property. (Voltaire)

PowerWyrm
Balrog
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Joined: Sun 27.11.2005, 15:57

Re: New MAngband variant

Post by PowerWyrm » Sun 10.06.2007, 13:33

And another class implemented... monks!

Fink
Ancient MultiHued Dragon
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Re: New MAngband variant

Post by Fink » Sun 10.06.2007, 14:15

I see you're back on a coding rampage - good man!

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

Re: New MAngband variant

Post by PowerWyrm » Fri 22.06.2007, 13:22

Last batch of updates...

- archers implemented
- fixed a bug that allowed non-cursed orcish shields with negative bpval
- monks implemented
- rocks implemented (new missiles for monks)
- telepaths implemented
- new command: display worn items of party members (')
- massive iron crown of Morgoth back to 20lbs (instead of 40lbs in vanilla 3.0.6)

These are the last features I plan to implement on the server side for my variant...

After some testing, I'm gonna work on the last 3 things I plan to implement on the client side:
- remove from PKT_VERIFY the useless customized monster and object redefinitions which overload the size of the packet and make it depend on max_object_size and max_monster_size
- add a tool slot to the equipment list (for shovels and picks)
- add a quiver slot to the equipment list (for missiles)
Once those are implemented, I plan to release a new client and start intensive testing...

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