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

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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

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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

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PWMAngband updates

– Improved support for SDL2 client (compiling using Embarcadero C++ 7.30)
– New Android client (pre-alpha)
– Show spell description by default when browsing
– Apply temporary and off-weapon slays and brands to unarmed combat
– Fix unarmed rogues able to “stab” monsters
– Add a return value to new_player_spot() to indicate success/failure
– Restart cave generation in case of failure in new_player_spot() instead of generating a panic save
– Tidy up vault_chunk()
– In ranged_helper() get the object description after the knowledge updates
– Split effect handlers into multiple files
– Move choice between the old and new vaults to dungeon_profile.txt
– In TAP_UNLIFE, cancel the target set if the creature dies
– Modify the comment about room cutoffs in dungeon_profile.txt
– Update scalable 16x16xw.woff to the newest upstream version
– Allow ‘@’ to fast forward the birth process using random choices and a default point buy for the statistics
– Fix crash when enabling/disabling tiles during character creation
– Rewrite scatter() and add an extended version
– Make calc_inventory() more efficient
– Simplify prepare_next_level()
– Split target_set_interactive_aux()
– Remove random roller, use default roller instead
– Change keymap terminator to =
– Change key to reset birth options to the Angband defaults
– Reduce monsters passing through or tunneling walls
– A couple of minor fixes
– Stop monsters hasting themselves Continue reading

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Lake of change

For the past 1.5 months we had plenty of major game-changer features:

  • Added lakes generation in the dungeons;
  • Added tiny levels generation: now low dungeon levels can become pretty small;
  • New dungeon profile: t_modified;
  • Don’t covert pit walls with water or lava on deep levels;
  • Monster respawn rate based on number of players;
  • Most of early powerful races/class got endgame exp penalty, eg Dragon at 49 lvl get exp factor 900% (means that you level up to 49 level normally, but to get lvl 50 to obtain final and most powerful Great Wyrm form – you need x9 more exp then before);
  • Immunity to the element won’t be faceroll anymore – you will still get small amount of damage;
  • Unsummon minions after teleporting far away to prevent cheezing (killing unaware mobs by minions);
  • Monsters (and especially uniques) can’t move/stomp minion if it’s the only minion of the player (to make fights with MOVE_BODY uniques less painful for Tamer/Necromancer)
  • Hunger: a bit less speed influence on satiation at 50 lvl;
  • Less speed penalty due overweight for some races/classes;
  • DAM_RED now works only VS physical attacks;
  • Added % damage reducement; now it works for some races (instead of raw DAM_RED);
  • Added sound for breaking door;
  • Finish macro =-;
  • Players polymorphed to bats now can ‘run’;
  • Polymorphed players now can open doors while not in the dungeon;
  • Max number of spells per spellbook: 12 -> 25;
  • Using spell show its cooldown (how much turns to wait);
  • Don’t dump 1 lvl chars (don’t add them to ladder);
  • Some spells and skills reworked due new PWMA effect SHORT_BEAM (eg Hermit’s Holy Force spell can be used not only in melee, but also on short distance);
  • Player can get 15 (instead of 10) max mana from racial boni only at lvl 50;
  • Fix wrong floor in Sandworm lair;
  • Fix Detect animal effect;
  • Flying property ID problem fixed;
  • Fix project-mon BR_NETH crush;
  • Fix NULL crush for pit’s restrictions;
  • Fix CHR sleep check crush;
  • Fix monster_is_powerful();
  • Allow wiping house only for heroic admins (use Heroism potion to be able to wipe houses);
  • New game’s version system.

Monsters: Continue reading

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Happy New Eye!

Happy New Year! 😀

  • Less cruel malus to damage while hungry at low levels;
  • Now it’s possible to dig out monsters out of sand, rock or ice (eg earth elementals when digging through mountain);
  • It’s no longer possible to get house foundation stone from digging sand/ice;
  • Now it’s a bit harder to gain parameters with potions;
  • Rollback V addition, so monsters still can hasting themselves;
  • Back to classics: Floating Eye now more dangerous (teleporting away rarely);
  • Mountain Gorge pass got less monsters;
  • Mountain Gorge’s wild cat nerfed;
  • Speed ring/boots price adjusted (become higher);
  • Very Old Ruins dungeon now doesn’t have doors;
  • High elves nerfed a bit, Dark elves buffed a little;
  • “Frost Shield” spell now gives cold brand to Battlemage class;
  • “Frost Shield” buffed;
  • NPC dialogues now doesn’t have price tag;
  • Throwing rocks nerfed; cobbles buffed;
  • Revamped new classes magic weight (max armor weight to avoid mana penalties);
  • New monster family: angels (they were in maiar family before);
  • Fix character creation CPU problem;
  • Restrict tengu and blood falcon’s pits on low dlvl (NO_PIT doesn’t have dlvl customization);
  • Martial Arts fix for druid, hermit and inquisitor;
  • Alchemist class battle potions throwing fixed;
  • Rogue class nerfed: no more speed boni, -1 HP and some minor spells adjustment. Also they level up 10% faster. The reason: rogue can be played very cheezy as players are able to grind same depth with stealth mode for long time. Also they are overall were OP;
  • UNSUMMON_MINIONS spell effect for Necromancer and Assassin.

Necromancer

  • Got small additional life leech (traumaturgy);
  • Early gameplay become easier cause of better stats;
  • New necromancer’s skeleton appearence;
  • Bone Armour spell now heal a bit and also unsummon minions;
  • Necromancer can have more minions;
  • Necromancy Mastery (to summon undeads) now got 45 turns cooldown;
  • Golem summoned only when got free minion’s slots;
  • NETHER proj by Necromancer now are non-resistable by EVIL mobs.

Assassin

  • Full class redesign: new skills and spells, most of them got cooldowns;
  • Assassin got additional mana and stealth;
  • Assassins early lvl sentries become better;
  • Sentries stay until they are destroyed or unsummoned by master.
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Tamer’s call

irstly some past changes’ notes which weren’t included to the past patchnotes list:

  • Maximum spell’s numbers in spellbooks increased from 9 to 11;
  • Occasingly more traps will be spawned in the dungeon;
  • Spell cooldown reduces only while inside of the dungeon;
  • DETECT_TRAPS and DETECT_DOORS fix: now it properly depend on Search skill (only mid-game);
  • New TMD effect “OCCUPIED”: no energy/turn during alchemy skills and some other activities;
  • Allow cast PROJ_MON_SPEED to monsters (buff pets with Tamer’s speed spell);
  • Forbid to use ACQUIRE on surface;
  • Added DETECT ANIMALS to ESP list;
  • Plenty of new pets-monsters for according classes (Tamer, Necromancer etc);
  • New flags and effects for new classes (GOLEM, SENTRY, SALVAGE, ALCHEMY etc);
  • New object type – reagent (include “Rare Herb”, “Rare Mineral”, “Crafting Material”);
  • New potions made by Alchemist which includes tradable polymorph potion;
  • Some of classes titles were changed;
  • Reduce Enchant Armour/Weapon magic spells dices;
  • New sound for sentry;
  • Reduced penalties for Clairvoyance and Map area spells for some classes;
  • Optimized do_cmd_tunnel_aux();
  • SPEND_MANA effect which may be used in spells/objects to spend player’s mana depending on player’s level or other variables;
  • New soulbound flag for items in object structure;
  • Secure NO_DROP vs throwing;
  • Revert TERROR nerf (as you can’t attack or cast with it);
  • Fix for ‘!’ wrong priority for p->wpos.depth.

And now some latest Tamer class changes:

  • Tamer’s pets now do not expire every now and then;
  • Tamers will be able to heal thier pets or resurrect (resummon) them with special skills;
  • Tamer got new skills: Froggie’s Jump, Veterinary, Summon Pet, Heal Pet (last 3 can be found in second town book);
  • Tamer’s mana costs reduced.
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Score! 20 new classes

During past month I’ve worked at new classes. As we have specifics that it is not possible to add new classes without server wipe, I’ve decided to add as much classes as I can, in one go, so we won’t need more wipes in nearby future because of this particular reason. So I’ve added all classes which I wanted to have in Tangaria.

Some of these classes still require a lot of work as designing 20 classes in one month it is kinda quite hardcore task. So please report your opinion and test results in our Discord. List of new classes with short description (for more detailed descrioption check ‘Classes‘ in the guide):

  • Tamer – got animal companions which give them powers;
  • Druid – nature magic and can shift to animals;
  • Fighter – superstitious mercenary who uses various fighting tricks;
  • Knight – noble knight in heavy armour who charges into enemies;
  • Traveller – common person who went for an adventure with a four-legged friend;
  • Bard – can use music magic to bring cure and wreak havoc;
  • Battlemage – uses power of elements and good in melee fighting;
  • Necromancer – has powers to raise and command armies of dead;
  • Hermit – holy monk sworn not to take weapon in his hand;
  • Wizard – legendary magician who obtained ancient magic secrets;
  • Trader – merchants with cats who can sell items to NPC stores;
  • Assassin – stealthy slayers which specialises in deadly sentries;
  • Phaseblade – teleports around and cut enemies to pieces;
  • Cryokinetic – can instantly change surrounding temperature to extremums;
  • Timeturner – very brittle, but lightning fast, they commands time by void magic;
  • Scavenger – vagabonds with rats who can salvage equipment into valuables;
  • Alchemist – can brew potions from reagents to bring salvation and destroy;
  • Crafter – gather resources to crafting equipment;
  • Inquisitor –  antimagic barehanded combat with their own ‘magic’;
  • Adventurer – jack of all trades (this particular class isn’t ready yet).

Other class changes:

  • PWMA Druid renamed to Shaman;
  • PWMA Necromancer renamed to Warlock.

There are plenty of other updates, but I’ll publish them a bit later. Please test new classes and report in Discord if any problems noticed. Some of new classes are drafts and a lot of stuff needed to be rebalanced and polished. I need your feedback! Thanks.

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PWMAngband 1.6.0

– SDL2 client support
– Items with ignore_protect flag cannot be ignored anymore, just destroyed
– Don’t “notice” players that have left the level
– Refresh client after ignoring an item from inventory or floor
– Add pack reordering notice when aborting item selection for unidentified effects requiring an item
– Revert making EF_IDENTIFY items aware before executing the effect
– Allow STAR effect to display all animations but with 1/4 of the delay factor
– Fix controlled monsters attacking each other when there is no room to move

Server was wiped and all dead heroes were added to the ladder to enjoy endless honor. We had to make wipe so it will be possible to add new classes – they are already there, but patchnotes about detailed class info will appear later.

Good luck in your adventures!

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Roguelike’ish curses

n the past we had classic roguelike ‘sticky’ curse system – when you wielded cursed item, you can not take it off anymore. It often leaded to the need to start over after you wield cursed item – which is quite fatal, especially for multiplayer roguelike experience… Some years ago in Vanilla it was changed to other system – when cursed items had just some annoying properties, but you can take them off freely; so cursed item become just rubbish item, player in most cases don’t need to deal with curses anymore, which is.. a bit boring. So I’ve implemented something in the middle – you can take off cursed items, but can’t drop them from. It makes player to decide: should player continue in the dungeon or go to town to uncurse items which occupy place in inventory / add carry weight. Players may want to bring uncurse scrolls with them (which occupy slot and cost gold). So it makes curses stay in the game, but at the same moment they are not too annoying. Patchnotes: Continue reading

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