Golem delux

If you don’t have Num Pad (for example, playing at laptop) – you may consider to play new Golem race which can not move diagonally (use regular 4-direction arrows), but have certain benefits:

  • Golem race can now move only in straight directions (though Golem can move diagonally in town);
  • Instead of food, golems consume oil: from flasks, lanterns, light sources. Oil flasks now rare. You can drink oil by _ key (while not standing on top of fountain);
  • Golem can build clay walls; one per time (as they can not use anti-summoning corridors like other races). It takes time and energy to build one;
  • Golem resistant to poison; suffer a bit less from physical damage; can not suffocate in water; have less speed penalty due overweight;
  • Golems are not resistant to paralysis anymore, but can overcome it sometimes.

Gameplay changes

  • Traveller, Scavenger, Archer classes rebalance;
  • Troll do not have monster list anymore;
  • Naga ESP range reduced;
  • Ooze vulnerable to electricity;
  • Gargoyles vulnerable to acid;
  • Reduce MD chances for some classes which are bound to be worse in magic;
  • Restrict melee classes’ MD penalty to staff/rod/wand (except Teleportation);
  • DETECT_ALL on items won’t show treasures.

Technical

  • Added monster’s attack animation;
  • Added default hotkeys to control flow of time:
    – Press 0 to use default value (slow down time when you have less than 60% HP)
    – Press Ctrl+0 to slow down time permanently (so when you will have even small scratch – time will slow down). Useful in dangerous situations.
    – Press Alt+0 to turn off slowing time. Useful when you fight weak monsters.
    I strongly recommend press 0 after each fight so you will be back to default settings. Make it your reflex. So you won’t accidentally turn off “fuse” and forget about it.
  • Fix sound errors;
  • Mayor now sleeps most of the time (and snoring);
  • From now on ladder include only 10+ level characters (but you still can download character dump when you die on low level – via character selection menu);
  • Added Account filter in ladder (so you can find all your characters);
  • Added Name and Monster filters in ladder (so you can find your specific chars or check monster which was most deadly).

PWMAngband

  • Don’t use color tags for logs and dumps
  • Prevent trying to add a player to the “Neutral” party
  • Fix double free in Receive_minipos()
  • Use codes rather than the printable names in data files
  • Fix allocation/deallocation of player body
  • Configure categories for the monster knowledge menu from a data file
  • Prevent crash when not finding any suitable destination for teleport
  • In inventory item context menu, change “Drop All” command key to ‘A’
  • SDL2: limit the number of builtin fonts tracked
  • SDL2: return early in pict hook if tiles aren’t enabled
  • Fix Venn diagram room template
  • Add to default keymaps so shift+numeric keypad works for running on more
    systems
  • Loosen coupling between MAX_COLORS and the BG_* constants
  • Only redraw the store if you bought something
  • Set Wooden Torches to appear on all levels
  • Restrict entrances to the Fire Festival vault
  • 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
  • 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
  • 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
  • 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
  • Have HEAL_HP effect work if there’s no base or bonus in the amount
  • 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
Posted in News | Leave a comment

Bards and troglodytes

  • New lightning system (darkness-loving Troglodytes, Vampire, Undead, Wraith)
  • Players’ houses now permanent
  • New monster – Acid Blob
  • Throwing rocks damage reduced
  • Cobbles have smaller throwing distance
  • Life leech not takes more ‘space’ in object generation
  • Ease early account points score 15-30-60→10-25-50
  • House selling (sell) prices rebalance
  • Lower prices on cabin house
  • Rod of speed min lvl req
  • Removed minimal level requirement for food
  • Satiation magic now restore up to 14% of nourishment
  • New attack type: BOLT_RADIUS effect (limited distance ray-bolt)
  • Poly ‘bird’ and ‘bat’ give FLYING
  • TMD_FLIGHT re: from FEATHER to FLYING
  • FLYING: can pass trees
  • Player_check_terrain_damage() adj: vampire FLYING
  • Non-TMD AFRAID indicator to status line
  • TMD_STONESKIN: now reduce only movement
  • Nerf AI_LEARN at endgame
  • ‘y’: classes go before races
  • Adjustments to PWMA formula for average damage per attack for polymorphed players. In Tangaria it’s average between old and new system.
  • Exclude wild cat from pits on shallow lvls
  • New effect: TMD_SPEEDY – Hastes you up to +10 to speed; based on current character level. So for level 5 player it’s +1, for level 50 it’s +10
  • Reduced ‘movement speed’ boni (as it stacks with speed)

Races

  • Ent’s trees and WEB (spider) innate abilities rebalance
  • Troglodyte: stench (more scent) and noise
  • Naga got limited radius aggro
  • Vampire in “Vampiric mist” form can pass doors, rubbles, trees]
  • Ooze got RES_MANA
  • Maiar race: 2x speed penalty
  • Wraith race: hard to equip items on ghostly body
  • Undead race: custom resistances and vulnerability
  • Undead race: eat flesh to nourish and heal
  • Frostmen: limit ESP and feeling
  • Newborn dragons/hydras buff
  • Overall race re; especially ooze, troll, demonic, djinn
  • Some races can rarely dodge melee attacks: Halfling, Forest Goblin, Pixie. Also Wraith race avoid attacks quite often.

Classes

Full class rebalance for:

  • Hermit
  • Cryokinetic
  • Timeturner
  • Inquisitor 
  • Bard

Druid’s rat-form: sense curses

MA (MARTIAL_ARTS) damage nerf for polymorphed players

Monk class: revert endgame nerf for non-poly

Effects

  • Added animation for SDL/SDL2 client – do_animate_player()
  • Fix werewolf appearance from POV of other player
  • Hardcode spider evolution appearance
  • Fix playing ambient sounds upon recall into dungeon
  • Hermit and inquisitor classes got new appearance
  • Weather system improvements: weather elements, fixed redraw glitch, weather drizzle effect

Technical stuff

  • Fix throw sounds
  • DM account score now auto-assigned
  • Revert dump chat filter
  • Client: show FLYING in ‘C’
  • Fonts improvements and fixes
Posted in News | Leave a comment

PWMAngband update

– Don’t refresh monster list after a pause due to detecting some monsters
– Add /dps command to display average normal damage per round
– 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
– Hardcode poison effect on potions of poison to avoid identifying issues
– Rework account management
– 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
– 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
– Adjust calculation for holding summoned monsters
– 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
– Check for resistance before issuing message about confusion from strong light or sound attacks
– Consider spells on cooldown as okay to cast by the client
– Update browse book screen when a spell enters or goes off cooldown
– 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
– 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

Posted in News | Leave a comment

New race – Ooze

Gelatinous slimy creatures, they rarely appears to have mind and comprehension. You are the lucky exception. Oozes don’t have fixed shape, moving constantly from one appearance to another which makes them immune to paralysation and resistant to other negative effects like poison and acid. Oozes mostly live in wet dungeons and caves and have a very wide variety of diet, so oozes get nourishment upon every enemy which was killed by it. They can have ESP, but can’t tell precise information about monster (don’t show monster’s list). They have excellent infravision and survivability. Oozes can duplicate themselves (y key) making its minor copies which can attack and distract enemies. They can pass doors by crawling under them.

Posted in News | Leave a comment

Races special abilities

All races now got special abilities. To use it – press y

Beholder: various magic rays
Demonic: summon minor demons
Djinn: make “wonders”
Pixie: become invisible
Draconian: breath fire
Undead: detect “living”
Imp: teleport at will
Wraith: pass through walls
Wisp: light area
Lizardmen: regenerate manually
Forest Goblin: cover tracks
Gnoll: detect monsters susceptible to fear
Naga: offensive stance
Titan: crush (dig-tunnel) terrain (walls)
Troglodyte: nourish self
Minotaur: haste
Harpy: clear slow
Centaur: charge at enemy
Frostmen: raise dead
Elemental: various elemental beams
Wood-Elf: see invisible
Golem: infravision
Gargoyle: space/time anchor
Nephalem: glyph
Celestial: holy blast
Balrog: fire whip
Maiar: lightning
Vampire: flight
Werewolf: restore polymorphed appearance
Orc: summon warg
Dark Elf: apply poison
Troll: stone skin
Ogre: restore mana
Half-Giant: magic resistance
Goblin: bloodlust
Black Dwarf: detect doors
Barbarian: heroic taunt
Merfolk: cure poison
Damned: prevent summon
Black Numenorean: detect evil
Thunderlord: electrify
Yeek: become bold
Kobold: poison resist
Dunadan: cure blackbreath
Half-Orc: restore strength
Dwarf: detect treasure
Gnome: clear hallucinations
Halfling: avoid traps
Elf: blessing
Half-Elf: heroism
Human: restore constitution
Spider: weave web
Ent: grow trees
Dragon: breath elements
Hydra: breath fire
Half-Troll: belch 🙂

Posted in News | Leave a comment

PWMAngband (july 2022)

– Fix monster AI bug
– Broaden the possible grids for teleport destinations
– Fix Dungeon Master pet attacking other monsters
– Fix pets attacking non-hostile player pets
– Don’t display “Could not accept TCP Connection, socket error = 0” messages in the log
– Add swear word protection for names and messages
– Don’t beep when escape is pressed while ‘*’ targeting
– Protect calculation in object_value_real() against overflow
– Learn feather falling if equipped and exposed to fiery terrain
– Fix PROJECT_BEAM error making limited length beams not working
– Fix crash when targeting a healing spell with a friendly monster in sight
– Drop use of Mix_Init() to test for sound file compatibility
– Protect calculation in monster/object rating against overflow
– Check against overflow when boosting the value of out-of-depth object
– Fix some compiler warnings
– Adjust description of Mana Channel
– hit_trap(): interaction with disturb() and learning trap immunity rune
– 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
– Remove level requirement from shops
– Rework level requirement to depend only on object level and power

Posted in News | Leave a comment

New druid class

Druids in Tangaria good at martial arts and do not use weapons. They know secrets of nature magic and can shapeshift to different animals (to do so – press V and choose form). Druids hitpoints does not influenced by its forms; they cannot cast spells while in animal form, bad in trap disarming and magical devices. Every 5 levels can learn a new animal form to transform; some forms have innate abilities (to use them, press y key). Druid has to find their spellbooks in the dungeons; such books are not for sale.

Druid forms:
BIRD: fast and able to fly over water and other terrain; can heal (y). Fragile and worthless in combat, but can dodge melee attacks well. Become resistant to gravity at lvl 35.

RAT: harmless and stealthy, rats can sometimes find little cracks and holes in the walls to pass through them. They can avoid traps most of the time and able to sniff items to detect curses on them. Resistant to poison and life drain.

BOAR: find different edible plants which reduce its nourishment consumption; good in mushroom’s identification. Boars are very wise, got high vitality and fearless. Can charge at its enemies from distance (y).

CAT: stealthy and nimble. Can backstab sleeping or fleeing target. Regenerate especially fast, but bad at mana restoring.

WOLF: makes fast vicious attacks; can howl to summon allies (y). Less resistant to magic, except dark arts. Reckless in defense, but generates rage while in combat.

BEAR: tough and powerful, but very noisy and a bit clumsy. Can survive even very harsh blows. Become more resistant to magic at lvl 35. Can bash enemies and stun them.

Posted in News | Leave a comment

Account points & player’s houses

We have new account score system – players can get account points for getting levels and defeating unique monsters. These points do not disappear when you character dies; also they will preserve even in case of server wipe. Account points allows to buy bigger houses, increase storage space, give access to more races/classes and provide other advantages. Most of these advantages do not directly affect gameplay, so roguelikish permadeath aspect won’t suffer. More info about account points in the guide.

To show you account points in-game – press ctrl+r

Player’s houses

  • Buying house now require certain amount of account points;
  • House ownership now bound to account. It means that your house do not disappear after your death (but items inside of it still purged on YASD for the sake of roguelikishness).
  • If you own house, you should refresh it at least ones in a two months so you won’t loose ownership to it. To refresh it – just open the door. Unowned houses now become wiped after some time;
  • Now you can build houses only in Farfest town or to the west from it;
  • A selling house price now based on character’s level;
  • New NPC  – Mayor. He sells bunch of different House scrolls which give possibility to build houses of various size: Cabin, Small/Medium/Big houses, Villa, Estate, Tower, Keep and Castle.

World

Continue reading

Posted in News | Leave a comment

PWMAngband (march-june 2022)

  • Reorder checks/confirmations so they happen before additional prompts
  • In open targeting mode, allow running keys to step 10 grids at a time
  • Constrain search in drop_find_grid() to avoid out-of-bounds access
  • Make highscore_read return value consistent
  • Update comment about swap weapons keymap in pref.prf
  • Add configure option to store gamedata on libpath
  • Adjust difficulty of monsters for more players
  • Use C99 types for the fixed size integers
  • Use the color table values in screenshots for COLOUR_DARK and COLOUR_WHITE
  • GCU: also set background color on standard screen
  • Avoid most integer conversion warnings from Visual Studio
  • Add a mode to object_desc() that allows overriding obj->number
  • Add panic directory to windows packaging
  • 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

Continue reading

Posted in News | Leave a comment

Stay awhile and listen

Long time past since previous patchnotes.. but work going on constantly as always 🙂 I am just a bit lack of time to put it all together and post in the website hehe. To see what’s going on in real-time: join our discord channel and you will see info about daily updates!

Classes

  • Phaseblade, Battlemage, Knight classes full redesign
  • continue Wizard class rebalance: it’s focused around spell mana restoration by Polymorph spell; increased mana cost for some spells
  • rebalanced starting money (gold) for some races/classes
  • teleport distance hardcode for Scavenger’s “Roll”
  • Knight-Fighter-Scavenger skills now immune to antimagic
  • Knight-Fighter-Scavenger no fail for skills

Continue reading

Posted in News | Leave a comment