PWMAngband 1.4.0 beta 9

– Add 1-2 mushroom drop to Farmer Maggot
– Fix custom tiles generated on top of monsters/objects
– Make DRAIN_EXP only drain experience when the player is not idle
– Rework FAST_THROW so it gives extra might instead of extra shots, give it to dragons and hydras
– Give magic shots, rocks, shurikens and boomerangs the THROWING flag
– Adjust throwing damage
– Don’t drop items under NEVER_MOVE + NO_DEATH monster (like target dummy)
– Fix item combination not redrawing the floor
– Tidying up of projection effects
– Adjust hill troll tile
– Improve some information
– Sort slays/brands by damage
– Changed message_color_define() so there’s only one entry per message type for the color
– Stack items when dropping
– Fixes in message.c

Linux users please note: there is a blunder in z-form.c so the source doesn’t compile under Linux. To be able to do so replace the file.


Additionally in Tangaria:

  • yeeks are known of good at running from danger.. but also they are good at throwing stuff into bullies who trying to get to them
  • yeeks now a bit harder in learning
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Roguelike dungeons

Finally first stage of dungeons redesign completed! I rarely post T’s news nowadays, but work is going on at daily basis; some of new stuff:

  • Tileset rearrangments
  • Bunch of new terrain and loads of terrain revamp/fixes
  • Dungeons got custom features: rubbles, fountains, stairs, doors
  • Assigned proper wall flags istead of ROCK to solve rubble problem
  • Dungeon redesign (flags & monsters)
  • Increased number of stairs down
  • Added separate permawalls
  • NO_STAIR / NO_MONSTERS for F2W (floors-to-walls) terrain
  • NPC revamp; some was renamed, eg Old Man become Decard Coin (he is selling scrolls for a good price, you know..)
  • NPC stores slots rearranged
  • Mr. Underhill now sign his favorite song (in a new way)
  • Mage shop got secret door (рush!)
  • World design; mainly location to the west and east
  • Player houses location terrain
  • Angband dungeon moved to the North
  • Removed DRAIN_EXP for races (temporary; we need a new flag for it)
  • Hydra race revamp
  • Archer HP buff
  • Gold drop back to traditional way
  • Assigned INNATE-FREQ to monsters
  • New towny bear (thanks spara for tile)

Some examples of new dungeons design:


   Sandworm Lair      Paths of the Dead      Straight Road            Mount Doom

And nice demo of new PWMA negative lightning system ported from V:

This is nefarious tree monster.. It spreads gloom around itself to fool new players.

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PWMAngband 1.4.0 beta 8

– Replace fake permawall terrain by SQUARE_FAKE flag
– Reintroduce sandwalls in the Sandworm Lair that were accidentally commented out
– Fix crash in rd_objects_aux()
– Display the cursor under the player on the minimap
– Give Gilim IM_COLD and Nan IM_FIRE
– Stop player being able to run out of a web without clearing it
– Add thrown damage for shots and pebbles
– Allow fuzzy kind searching to use exact name by prefixing the search with ‘#’
– Add custom fountains to dungeon.txt
– Switch tval/sval pair from byte to u16b

Tomorrow we will have a wipe, please RIP your characters nicely till then 😉 PWMA update will be pushed on server after wipe.

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PWMAngband 1.4.0 beta 7

– Fix stupid strcpy error in SDL client and player history
– Fix floor not updated when the DM generates a randart from a floor item
– Use custom dungeon doors for door mimics
– Use custom dungeon floors when destroying a door or digging a wall
– Add custom permawall features, stairs and rubbles to dungeon.txt
– Fix memory leaks when cleaning up dungeon info
– Add “!” option on character birth screen to show race/class stat gains and abilities
– Allow Blackguards to actually shapechange into werewolves
– Add new DF_STREAMS flag to allow magma/quartz veins in dungeons
– Allow generic “#R” inscription on items and spellbooks to ask for recall depth manually
– Allow “=g<number>” inscription to limit the number of items automatically picked up
– Fix great earth elemental spells
– Add check in parse_monster_spells() to ensure innate/spell frequency is set if necessary
– Adjust digestion rates, add mushrooms of Purging in the General Store

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Dungeons revamp

Added loads of new terrans and redesigned all dungeons. Some examples:


 Barrow Downs         Sacred Land Of Mountains                      Utumno

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PWMAngband 1.4.0 beta 6

– Add NO_MONSTERS flag on terrain to prevent generating monsters
– Change floor/wall/door/rule lines in dungeon.txt from a percentage chance to a 1/10000 chance
– Use correct variable in town_gen_layout()
– Split Send_play into multiple parts to avoid “Send_feat_struct_info write error” when too many features
– Fix bug preventing new game after generating a character dump
– Major changes to blackguard
– Fix door placement in labyrinths
– Fix bug in player_abilities initialisation
– Make exploding chests explode
– Add menu for throwing items
– Fix some more bytes_read errors
– Add open door feature to door lines in dungeon.txt

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Roguelike visuals

  • Fix water tiles lightning
  • Added ‘clone’ floor terrains to work as walls (experimental on ‘dirt’ ground)
  • NO_STAIRS to dirt/snow/sand
  • First location houses revamp
  • Towny-animals more friendly; revamp speed/sleepness
  • Tileset revamp – we almost don’t have empty ‘lines’ for new tiles; so I’ve started moving tiles from lines which are almost not used. Started with wooden windows/pictures, emptying 64 tiles
  • Added custom doors for Severs
  • New dungeon design:
    • Orc Caves
    • Severs
    • Fetid Swamps
    • Orc Mountains

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PWMAngband 1.4.0 beta 5

– Fix townies being generated on FLOOR_SAFE terrain
– Fix creeping coins so they drop the same amount of money as the object they’re mimicking
– Add custom door features to dungeon.txt
– Add GOLD_DROP_NOSELLING server option to manage gold drops on no_selling servers
– Fix space in race name preventing proper race preset to be displayed

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Bree tavern

  • A lot of new terrain tiles:

New Bree tavern

    • 68 water tiles (seaweed & waterplants)
  • 64 bloody floors
  • 32 dirt floors
  • 32 sand floors
  • 100+ new walls
  • mountains on dirt terrain
  • new plants and rocks
  • Included severs’ walls by Repne
  • General tileset reordering
  • Finished short-desc for all terrain
  • Fixed wrong terrain flags
  • Furniture become FLOOR_SAFE
  • quick_floor and disable_enter options become default (hide_terrain is off as it’s good for new players; but I personally play without it)
  • World design:
    • used new trees, grass, mushrooms, mountains, rocks, etc
    • aded some Tolkien-flavour to town (I suppose now it could be called as Bree? as there some mentions of ME there). You could meet Mr.Underhill and Co in tavern
    • town rebuild, added different NPCs with some draft-dialogues
    • Mountain Gorge become.. mountains.
  • New artifact: Old Rusty Chain Mail of Olmer, son of Boromir
  • Hydra’s got circular attack level progress
  • Increased townies spawn to 32/64 (up from 4/8)
  • Removed hints text (it mess up roleplay feeling when you speak to NPCs)
  • Same types of townies/animals now appears in different locations
  • Fixed dog/cat NPCs
  • Animals revamp
  • Pointed out in race descriptions that dragons/hydras should be generally be played as monks
  • Included some rumours from TomeNET to website “Bear in mind”
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PWMAngband 1.4.0 beta 4

– Un-hardcode barehanded attacks, remove CROWD_FIGHT, add circular attacks to hydras
– Make “hide_terrain” option not hide trap description
– Normalize sounds and ensure they’re at least 0.25s long
– Reimplement missing messages
– Remove missiles from the list of wieldable items
– Reimplement MSG_NOTICE for sensed objects
– Reimplement MSG_FLEE

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