PWMAngband 1.4.0 dev version

This new version has a few significant changes ported from the Angband 4.2.0
version. Server/client updated!

Monsters

some monsters changes are not included to Tangaria; details in next post

– Ainur: most of these now align with one of the great Valar, and have
corresponding powers
– Dragons: these have mostly been made stronger and deeper
– Hydras: each hydra type is like the previous type with a new head and
attack added
– People: the association of some of these with player classes has been
expanded to include the new classes
– Snakes: some of these are now dangerous
– Spiders: more dangerous and deeper, with unique abilities
– Trees/Ents: these are new, tough to kill enemies
– Wights/Wraiths: wights are all now shallower than wraiths, and the
Ringwraiths are much deeper

Game Mechanics

– Monster shapechanges
– Variable light and darkness are created by monsters, player gear and player
spells, and the player has a meter to measure the light level on their
square
– Monsters can whip or spit on the player from nearby
– Monster groups act more as a group, with leaders and sometimes bodyguards
– Innate spells (e.g. breaths) and cast spells (e.g. bolts) have separate
frequencies
– Deeper in the dungeon shallow monsters are less likely to appear
– Monsters can teleport to the player
– Spiders can weave webs
– Monsters can have innate darkness around them
– Traps added that trigger on leaving their square
– Monster spells can have different levels depending on monster spell power
– The player now has a hunger meter, and food is more important
– New mode where all races gain experience at the same rate, except for
humans who are faster, and high-elves who are slower

Code Improvements

– Some font improvements
– An option to start a new game after dying instead of closing the game and
re-opening
– Many fixes to bugs and memory leaks

For a full list of changes made in older versions, check the Official
PWMAngband Forum

Features from Angband 4.x and MAngband 1.x are explicitly mentioned. Other
changes and fixes are specific to PWMAngband.

New features in PWMAngband 1.4.0 beta 0

User interface

Angband 4.2.0:

– Add line for fragility in describe_curses()
– Some font improvements
– Take all rock colors down a shade
– Treasure in quartz as yellow
– Add some missing object descriptions
– Change stealing command to ‘s’
– Add option to play again on death
– Enlarge character resist display
– Add light level meter
– Adjust some player race heights

PWMAngband:

– Remove Shockbolt tileset
– Pressing another macro clears choice menu when a first macro lacks item

Gameplay changes

Angband 4.2.0:

– Monsters can whip or spit on the player from nearby
– Monster groups act more as a group, with leaders and sometimes bodyguards
– Monster shapechanges
– Innate spells and cast spells have separate frequencies
– Tweak resist fraction and damage cap for high elements
– Add extra effects for some projection types
– Major overhaul of the monster list
– Deeper in the dungeon shallow monsters are less likely to appear
– Spiders can weave webs
– Monsters can teleport to the player
– Variable light and darkness are created by monsters, player gear and player
spells, and the player has a meter to measure the light level on their
square
– Monsters can have innate darkness around them
– Traps added that trigger on leaving their square
– Monster spells can have different levels depending on monster spell power
– Unify wounding spells
– Unify arrow spells, add shot and bolt spells
– Add shard balls
– Add SMASH_WALL, changes to SHATTER blow effect
– Nerf randarts
– Unnerf no_selling gold drops on early levels
– Adjust first cast experience for lots of spells
– New mode where all races gain experience at the same rate, except for
humans who are faster, and high-elves who are slower (PWMAngband: define
CLASSIC_EXP_FACTOR = false in mangband.cfg to activate this mode — yeeks
are still faster and ents/thunderlords/dragons are still slower)
– The player now has a hunger meter, and food is more important
– Fancy lighting
– Replace Lose Memories
– Add throwing weapons
– Add extra moves and damage reduction
– Add TRAP_IMMUNE
– Make _Starlight more useful, replace Door Destruction with Darkness
– Make timed healing fast metabolism, adjust nature spells
– Make stores always accept items with unknown runes in no-selling
– Make stealing a bit easier
– Add Mushrooms of Shadows
– Track number of thefts, reduce drops of uniques accordingly
– Replace Satisfy Hunger with Remove Hunger
– Add new foods
– Nerf rings of Escaping
– Make being teleported wake monsters
– Add trap immunity, move speed and damage reduction as possible randart
properties

PWMAngband:

– Add a dummy golem in base town for target practice
– Make Fortune Cookies single items in stores
– New Hydra race
– Change vegetal monster base symbol to ‘l’, add ‘l’ monsters to the Old Forest
– Add aquatic monsters

Bugs fixed

Angband 4.2.0:

– Many fixes to bugs and memory leaks

PWMAngband:

– Add missing Shapechanger spells
– Make Dragons and Monks learn obvious object properties on carry

Coding changes

Angband 4.2.0:

– Tidying and documenting of monster allocation
– Remove TMD_CUT_ constants
– Expand properties line in object.txt to level, weight, cost
– Expand combat line in object.txt to attack and armor
– Simplify saved subwindow preferences
– Expand properties line in artifact.txt to level, weight, cost
– Expand combat line in artifact.txt to attack and armor

PWMAngband:

– Implement temporary monster flags (CAMOUFLAGE, AWARE, HANDLED)

Compilation

– Restore UNIX support

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