Tangaria ladder!

Tangaria ladder is there! https://stat.tangaria.com/ Thanks to Shtukensia for (sh)coding! It includes all recent character dumps which I’ve managed to find and some old ones from oook. This dumps are 100% legit as players can’t change .txt files to cheat – this files taken directly from server (except dozen from oook, but I’ve verified them too long time ago). I’ll update the ladder from time to time. And Shtukensia will implement more cool features soon!

Shtukensia published ladder to GitHub: https://github.com/shtukensia/Tangaria_Ladder . It’s really cool and important as we should develop new features, not to repeat the same task in different dev teams. Oook, MAngband and TomeNET ladders’ code is kept secret, though I’ve asked devs to publish it 🙁 So we made first step to open-source in this field and hoping that other devs will do the same one day. Share and improve!

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Charisma @ roguelike

Long-long time ago charisma (CHR) stat was removed in Vanilla (V) Angband. The reason behind this decision was that CHR were used only for shop prices and V maintainers decided that to get rid of it was actually easier than to make it useful. Minimalism trend is strong in roguelikes for quite some time already (eg DCSS removed food recently) and I see the point.. but it’s quite opposite vision to my concept: “the more – the merrier”… and I loved CHR stat very much so it was my dream for years to bring it back – as having it gives plenty of special flavour to the game – being a powerful, but ugly troll who have not trouble to crack a few skulls in the dungeon, but getting robbed by huckster every now and then in town shops – makes sense.

So as recently I’ve finally started to train my coding skill a bit, I’ve tried to implement a few simple tricks on making CHR more interesting. I wanna remind that CHR is very special end-game stat – the only way to increase Charisma is to drink potions of Augmentation. As it’s quite new approach – I’ll have to do some rebalance later on. So here is Tangaria’s latest update…

Charisma now:

  • helps vs seduce attacks
  • helps to resist confusion, fear, sleep, life drain
  • reduce chance of being robbed by thieves
  • sometimes allow to charm monsters even if you are aggravated
  • improves HOLD (command spell for monster to stop at one place – “You shall NOT pass!”)
  • improves your summoning and allows to control more minions
  • influence on max mana and improves max. fail rate for priest, paladin, rogue, telepath and summoner classes
  • influence price in Expensive Black Market
  • gives bonus to starting gold
  • low CHR character worse at dispelling monsters
  • having high CHR could sometimes dispel even different family of monsters
  • defines max storage space in Storage House (You’ve used all the space which you were able to bargain with storage keeper“)
  • affects person‘s (intelligent humanoids) willing to notice (attack) player
  • charismatic character could rarely inflict fear on monster while in melee
  • defines welcome message in stores
  • defines will WANDERER monster attack you first or not
  • added WANDERER flag to some ‘good’ monsters. It means that from now on it’s possible to avoid killing folks like Farmer Maggot and his dogs, Bullroarer, Beorn, Shadowfax, Robin, Phoenix, Fundin Bluecloak, Radagast the Brown, Fangorn, The Unicorn of Order..  Just avoid coming to them too close and they won’t hurt you. Though if you wanna be ‘bad’ guy – you may fight with them and even get some reward.. But there is a rumor that there could be a payoff for it later…

Beat around the charisma bush:

  • new attack type – hypnotize which got special ‘seducing’ sound (thanks to Shtukensia for voicing!)
  • more monsters (male and female) could now seduce ( * ) ( * )
  • neuter sex characters also could be seduced
  • new end-game monster: Spirit of Lust
  • new object flag: LOSE_STAT
  • potion of ugliness now actually makes you ugly (previously: “You feel that something missing!” – it was CHR stat missing hehe)
  • A lot of items, egos and arts got charisma sustain and CHR bonuses/debuffs
  • rot jelly, ghast and osyluth could reduce charisma
  • new trap: “beauty”
  • new curse: “of deformity”

Housing

  • MOUNTAIN flag assigned to most of highland terrains
  • mining mountains on daylight surface could give you foundation stones used in building houses. Though it takes more effort than in dungeon to get these stones there
  • it’s not possible to buy foundation stones or House Creation scroll from NPC (you could buy them from other players though)
  • the only way (except trading between players) to get House Creation scroll is to complete quest (to get quest: Ctrl+Q). Then town Major awards you permission to build a house

etc

  • after you cut down a tree it, after some time random tree will grow again
  • fix NO_BOOTS flag for wearing equipment and it’s identification
  • Rock become Throwing rock
  • New true artifacts: Space-time Anchor, Ring of Durin
  • Store prices adjusted a bit. General Store now always have Magic projectiles (though at high price). Rings in magic shop become cheaper (though they are still more expensive than at Black Market).
  • added new sounds: afraid, cut, hall, para, poison, slow, stun (self-voiced)
  • some old sounds revamped (monster flees in terror; touch attack; quaff potion)
  • assigned colors for condition’s messages
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PWMAngband: breaths and bolts

– Add a lore-color-immune entry for monster’s poison breaths, bolts, and balls
– Remove option to display help from the options screen
– Change monster.txt’s comments for specific drops
– Add power to remove curse effect description
– Change manual selection of server from ctrl-m to ctrl-s
– Make decoys only work when in monster’s LoS
– Fix PROJECT_LOS_AWARE (sleep, slow, confuse, dispel works again!)
– Allow configuration of SDL sound module without configuring the corresponding
front end
– In vaults, automatically mark inner permanent walls with SQUARE_WALL_INNER
– Clarify/update comments related to dungeon generation
– Avoid more compiler warnings
– Display %fail of first spell at character birth (point-based roller)
– Display expected number of blows per round at character birth (point-based
roller)

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PWMAngband 1.5.0 beta 2

– Add sound volume management, implement it for the SDL client
– Display expected number of blows per round at character birth (point-based
roller)
– Plug small memory leak in main-sdl.c’s load_prefs()
– Update comments for count_feats() to match current code
– Treat ‘#’ similarly for vaults and room templates
– Add an argument to draw_rectangle() to indicate whether it should overwrite
permanent features
– Have inven_carry_num() return obj->number for any valid treasure type
– Remove uses of atexit()

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Roguelike housing paradise

  • houses are now unique: they are randomly generated using hundreds of different walls and floors;
  • you do not just buy the house anymore; you should build it (or buy house which were built by another player);
  • houses do not dissapear upon character death; they become unowned – so you can buy them with a new character;
  • digging walls and rock in the dungeon sometimes gives house stones which you could use as house foundation and in some other cases – you get simple stones which you could throw;
  • you could now chop down trees in daylight locations too;
  • you could build house almost everywhere, even in town location (check housing rules);
  • you can build/buy up to two houses;
  • now you can build two houses near to each other and connect it with a door (two rooms house); but you can’t build near other player’s house doors;
  • new players received Small House Creation scroll and could use House Deed to build small house for free;
  • max number of items in one pile in house become 8;
  • WINDOW flag for house windows; you can’t throw objects or cast spells through windows in player’s houses;
  • NO_HOUSE terrain flag which forbid to build house too close to NPC stores, water etc;
  • new system to wipe houses for DM (Dungeon Master aka GM aka Game Master);
  • adding new (additional) newbie dungeon “The Very Old Ruins” for new characters; entrance just to the north from “Old Ruins”;
  • new object types: “junk”, “cobble”;
  • added classic roguelike junk items: broken bones, sticks, shards etc;
  • experience potion now works on new players too;
  • CHR price table revamp; it’s become less severe;
  • added 9 CC0 .ttf fonts from Google Fonts;
  • TEST_MODE;
  • fixed bunch of self-inflicted bugs 🙂
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PWMAngband 1.5.0 beta 1

– Un-hardcode Hydra form progression
– Improve quiver inscriptions
– Sort flags by level of application on character birth screen
– Allow more variation for pillar or ragged edge rooms
– Add level of application for player flags
– Check input values for slot_by_name() and slot_object()
– Update version.rst with bits of MAngband history
– Fix crash when calculating tax price for house expansion
– Fix “%ull” format (vstrnfmt)
– Fix “Place feature” command only allowing to place staircases
– .ttf font support (thanks Serega88)

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Dive fast, die young, leave a high-CHA corpse

An update ready… though it’s not live yet. It will be online closer to the weekends all together with server wipe. Right now you could already test it on local machine – to do so get it from github. Patchnotes:

  • Added additional slow digestion. Golems and Wraiths almost don’t need to eat;
  • Added CHARISMA stat (V 3.4.1 port + adjustments);
  • Charisma influence prices in the shops; later on several new effects will be added;
  • Charisma is end-game stat. The only way to increase Charisma is to drink potions of Augmentation;
  • All races and classes got initial bonuses/maluses to charisma. Eg necromancers got -4 charisma; while priest got +4; spider got -9, while high-elves +5. Please note that character could have certain progression over his life: young high-elves got neutral charisma; though when they become older – it grows.

During charisma stat assigning, there were some more race rebalance:

  • Half-trolls got ‘common’ regen;
  • High-elves got a bit harder start in the beginning: less INT and WIS; though Light resistance now inhereted from lvl 1 (instead of 50);
  • Thunderlord: +3 stealth, +1 hp, no malus to mana;
  • Dragons: +1 HP; melee bonus and nexus resistance removed;
  • Hydras can swim. Elder hydras now could obtain chaos resistance;
  • Damned: +1 hp;
  • Barbarians become more sturdy;
  • Goblins: +1 STR later on, better in search. Elder goblin who made it to survive till mature age got extra speed;
  • Ogre: +1 hp, -1 stealth later on;
  • Troll: thick skin now provide protection which enhance during lifetime;
  • Orc: elders got bonus to stealth and speed;
  • Forest Goblin: elders become stronger and faster;
  • Dark Elves: become stealthier more early;
  • Wereworlfs: become less stealthier more later;
  • Undead: +1 hp, a bit better at fighting at beginning;
  • Vampire: +1 hp;
  • Enlightened renamed to Maiar: get exp +25% faster, +1 hp;
  • Cambion renamed to Demonic: not vulnerable to time attacks anymore;
  • Celestial: +1 hp, vulnerable to time attacks, strogner at beginning;
  • Balrog: +1 hp;
  • Nephalem: resists light and darkness at 25, kill demons at 25, destroy demons at 40;
  • Golem: +1 hp. Also now golem ‘upgrade’ his parts at certain levels which gives him better parameters;
  • Frostmen: elders got cold brand;
  • Djinns: don’t have bonus to protection;
  • Troglodyte: a bit more faster;
  • Lizardmen: stronger in time;
  • Imp: +1 hp.
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Nagas do not wear boots

  • new flag: NO_BOOTS
  • Djinns can’t wear boots anymore; but now they are not limited in teleportation and recalling; though at high levels they don’t have res_mana and got slowed regen of HPs and mana
  • Nagas can’t wear boots too. But they become faster in time (in actions, not in movement)
  • Wraith can not recall anymore and had to crawl in walls to find exit from the dungeons.  Now they got +2HP dice, no penalty to DEX, not limited in teleportations; but lost their initial bonus to speed
  • Troglodyes could become stronger in time
  • Half-trolls now don’t need extra food (but pure trolls – do)
  • Merfolk got regeneration (weaker version)
  • Lizardmen not so good in melee
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Regeneration != hunger

Oook, our baby startin to make his (her?) fledged first steps.

I was quite unsatisfied by regeneration property in Tangaria, as food is quite rare there. There were a rumours that regeneration property made you eat much more often.. So having regeneration as it’s implemented in V made this property quite harmful in Tangaria, most players avoided having regeneration.

So now it’s independent property; while there is a new property – hunger. Even not only hunger, but also HUNGER (twice bigger one). Changes:

  • Regeneration now do not require extra nourishment
  • New flags HUNGER and HUNGER_2
  • Arts and items with regeneration rebalanced
  • New flag: RACE_REGEN. Gives additional regeneration to certain races (do not stuck with traditional regeneration; racial regen is better than regen from magic items)
  • Half-trolls, Trolls, Werewolfs and Troglodyte got regen all together with hunger.. Damned, Hydras and Lizardmen got regen without malus
  • Nazgul rings now make you want to eat pretty badly (instead of drain_exp, which is quite profitable property in Tangaria)
  • misc technical stuff
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Djinns shall not pass!

Tangaria now got its own git source repo: https://github.com/igroglaz/tangaria
Binaries & data accessible there: https://github.com/igroglaz/tangaria_release

For now there is new NO_RECALL flag, so djinns can not use World of Recall magic anymore.. use your legs (or what djinns got in their place…) and stairs.

PWMA got cool update too — FAST_SPAWN dungeon flag which double monster respawn rate. FAST_SPAWN flag setted to The Old Ruins dungeon. Also Powerwyrm continues bloody fight with circular_rooms recently ported from V which bashes server to death every now and then. Yet another fix today, crossing fingers that it will be the last one on this circular issue.

Update:
At the end of the day PWMA Wyrms Inc breathe fire with yet another hot update:
– Take into account sidebar/topbar in double-height tile rendering
– Use font-tng.prf instead of font-sdl.prf for “tg” fonts
– Change visual mapping for PvP arena wall
– Add error condition check to file_putf
– Don’t use handle_stuff() in adjust_level()
– Update comments for room templates’ rating and type
– Update .gitignore

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