Author Topic: PWMAngband 1.1.4beta released  (Read 2961 times)

getter77

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PWMAngband 1.1.4beta released
« on: April 20, 2010, 12:06:41 PM »
http://www.mangband.org/forum/viewtopic.php?f=9&t=1805

Save files not compatible with the last release.

Quote
List of changes:
- enhancement: Shapechangers now get hindered by heavy armor when casting monster spells
- enhancement: don't adjust current mana when maximum mana changes unless it becomes higher
- enhancement: use an allocation table to generate ego items
- enhancement: remove the "maximum depth" rarity penalty for special artifacts
- enhancement: because of the addition of new boots and gloves from V3.1.x, the rarity of Witan Boots has been increased and the rarity of Elven Gloves has been decreased
- bugfix: the digging skill should only be boosted if the equipped tool is a digger
- enhancement: add back TUNNEL on non-digger artifacts/items
- enhancement: add back some of V3.0.x skeletons for flavor when some monsters are killed
- enhancement: add lanterns in the General Store as expensive items (experimental)
- enhancement: make monsters not able to cross safe floors; make house floors safe to avoid monsters (in particular townies) from entering and looting player houses
- enhancement: try to match all melee attack/spell effects (stun, confuse, poison...) as much as possible in all combat modes (MvP, MvM, PvP, PvM)
- enhancement: monsters now have a 20% fail rate on their non-innate spells when afraid
- enhancement: the minimum value for items sold in BM has been slightly increased
- enhancement: made summons in fountains much rarer

Alignments with Angband 3.x:
- Make wand/staff pricing more consistent (Angband 3.1.0): now the price that the shops show is the highest price per wand/staff, and buying one at a time should cost the same as buying a whole stack at once, as long as the total charges are the same
- Remove the "walk without pickup" feature (Angband 3.1.0)
- Remove potion of pleasing, and make potions of charisma appear 10 levels earlier (Angband 3.1.0)
- Add the "lazy movement" patch which allows a movement delay to be set, during which it is possible to choose a second direction (Angband 3.1.0): this means that up and left in quick succession can be translated to an actual diagonal
- Make all spellcasters have at least 1 mana, regardless of intelligence (Angband 3.1.0)
- Renumber the RF1_XXX/RF6_XXX flag constants to start at RF0_XXX (Angband 3.1.0)
- Fix monster drops (Angband 3.1.0): make items generally better and monster drops fewer; make sure all monsters that have "great" drops always have "good" drops; significantly clean up the logic of object generation
- Revert missile damage nerf (Angband 3.1.0): make missile launchers as powerful as they were (missile launcher multiplier is applied to damage dice + extra to-dam from missile + extra to-dam from missile launcher)
- Add minimum depths for various traps (Angband 3.1.0)
- Make the rogue slightly better at combat than the ranger (Angband 3.1.0)
- Move the monster spell flags into their own spell array (Angband 3.1.0)
- Add some extra item lookup functions so that eventually textual tvals and svals can be specified in the edit files (Angband 3.1.0)
- Remove individual-shopkeeper and race-based price changes from the store code (Angband 3.1.0)
- Adjust adj_chr_gold[] values upwards to represent the average-110% inflation usually applied by the individual-shopkeeper greed values (Angband 3.1.0)
- Remove the race field in the owner_type struct in favour of providing it textually (Angband 3.1.0)
- Make shop_own.txt user a nicer format now there's only two things specified per shopkeeper (Angband 3.1.0)
- Fix the list of menu "skins" to those implemented, rename them so they're obviously skins, and make them entirely internal to ui-menu.c (Angband 3.1.0)
- Merge menu_init and menu_init2 (Angband 3.1.0)
- Remove the registry of menu_iters, preferring a system like the skins one (Angband 3.1.0)
- Remove a layer of unused complexity in ui-event.c (Angband 3.1.0)
- Remove the never-used panel_type type (Angband 3.1.0)
- Simplify the menu API again (Angband 3.1.0): remove the menu ID values
- Remove the event_listener::release hook (Angband 3.1.0)
- Monster AI (Angband 3.1.0): make the "possible summons" and "do bolts hit monsters rather than player" checks independent of AI_SMART (monsters behave more intelligently)
- Squelch display issues (Angband 3.1.0): bugfixes for hide_squelchable still not hiding things properly
- Remove {tried} pseudo-inscriptions from showing in store (Angband 3.1.0)
- Lower the distance missile weapons can fire into the 10-14 grids range (Angband 3.1.0)
- Make the logic for SP/level clearer (Angband 3.1.0)
- Move the tval/sval declarations to a separate file (Angband 3.1.0)
- Use a new algorithm for gold drops (Angband 3.1.0): it replaces the previous and somewhat insane system so that gold increases linearly with level
- Externalise store stocking lists (Angband 3.1.0): move store stocking information into an external edit file
- Replace some "generic" parse errors with more specific ones (Angband 3.1.0)
- Replace all instances of rand_int() with randint0() and all instances of randint() with randint1() to make the code clearer (Angband 3.1.0)
- Allow textual tval/kind names to be specified in artifact.txt (Angband 3.1.0)
- Convert artifact.txt to using textual tval/sval names rather than numeric (Angband 3.1.0)
- Add a temporary confusion resist (Angband 3.1.0)
- Add "terror" timed effect (Angband 3.1.0): this is fear + small speed boost
- Add "stoneskin" timed effect (Angband 3.1.0): this is +40AC + small speed penalty
- Mushrooms of Clear Mind now cure hallu and gives temp rConf (Angband 3.1.0)
- Add "deep descent" effect, which lowers recall depth by 2 dungeon levels and teleports/recalls there (Angband 3.1.0)
- Add "line of sight confusion" effect, analogous to the slow/sleep effects (Angband 3.1.0)
- Add few new effects for mushrooms (Angband 3.1.0)
- Make potions never appear in "good" or "great" drops (Angband 3.1.0): all potions are now "average" again
- Add the IMPAIR_HP and IMPAIR_MANA, and change the regeneration algorithm (Angband 3.1.0): food level only affects HP regeneration; HP/mana impairment means halving the rate of regeneration
- Add player vulnerabilities for the base four elements (Angband 3.1.0)
- Add a permanent "fear" effect (Angband 3.1.0)
- Use enums in tvalsval.h rather than #defines (Angband 3.1.0)
- Reorder and rework the object list (Angband 3.1.0)
- The mushrooms have been redesigned mostly from scratch (Angband 3.1.0)
- Weapon changes (Angband 3.1.0): rename Two-Handed Sword to Zweihander; remove most of damage dice duplication between swords; remove Broken Dagger, Sabre (merged with Rapier), Small Sword (merged with Short Sword), Broken Sword; rename Two-Handed Flail to Two-Handed Great Flail; add a Great Hammer (8d1), and a Maul (4d4); The War Hammer of Aule becomes a Great Hammer; make Tridents 1d10; the Lucerne Hammer is now a polearm instead of a hafted weapon; make The Lucerne Hammer 'Turmil' a blessed weapon to compensate
- Remove Gnomish Shovel, Dwarven Shovel, Orcish Pick, Dwarven Pick (Angband 3.1.0): merged with Shovel/Pick
- Footwear changes (Angband 3.1.0): footwear now goes Leather Sandals -> Leather Boots -> Iron Shod Boots -> Steel Shod Boots -> Mithril Shod Boots; add some Ethereal Slippers (weightless, no AC, ignore elements); artifact Soft/Hard Leather Boots become Leather Boots (Feanor, Dal-i-thalion, Wormtongue); The Pair of Metal Shod Boots of Thror becomes Steel Shod Boots
- Body armour changes (Angband 3.1.0): there are now only 17 types of body armour (Filthy Rag removed; Soft Studded Leather + Hard Studded Leather merged; Chain Mail + Rusty Chain Mail + Double Chain Mail merged); body armour ACs are even-numbered until you reach the very top-end
- Cloak changes (Angband 3.1.0): Shadow Cloak -> Elven Cloak, add stealth; add Ethereal Cloak, ignores elements and weighs nothing (but also 0 AC); add Fur Cloak, base AC of 3 but heavy; The Shadow Cloak of Luthien becomes an Elven Cloak; The Shadow Cloak of Tuor becomes an Ethereal Cloak
- Handwear changes (Angband 3.1.0): Gauntlets now base AC of 3; Mithril Gauntlets with IGNORE_ACID, base AC 5; Cesti -> Caestus, now base AC 2 but +3 to-dam (brass knuckles); add Alchemist's Gloves, which ignore the elements and have only magical AC
- Shield changes (Angband 3.1.0): shields now go Wicker -> Small Metal -> Leather -> Large Metal -> Mithril with AC 2, 4, 6, 8, 10; weights adjusted so they go from 3lbs to 15lbs
- Ring changes (Angband 3.1.0): sustain rings combined; bad rings removed; give elemental rings brands (currently non-functional); add a whole bunch of rings with mixed blessings
- Amulet changes (Angband 3.1.0): DOOM removed; Adornment made rarer; added Amulet of Inertia (FA, but -3 speed)
- Make scrolls appear in piles sometimes (Angband 3.1.0)
- Scroll of Deep descent added (Angband 3.1.0)
- Healing potions now have significant nutritional content (Angband 3.1.0)
- Remove potions of Death, Detonations and Ruination (Angband 3.1.0)
- Staff of Confuse Monsters added, staff of Slowness removed (Angband 3.1.0)
- Rod changes (Angband 3.1.0): tone down Rods of Fire Bolts a little; make rods start at dlev8 at the earliest
- Tweak the Rings of Power again (Angband 3.1.0)
- Restore CCWs being sold in the Temple (Angband 3.1.0)
- Make monster XP and native depth obvious (Angband 3.1.0)
- Rejig social status a bit (Angband 3.1.0): social status depends entirely on character background, levels gained and is displayed as a textual name now
- Make monster missile attacks sometimes miss (Angband 3.1.0)
- Make ammo of slay evil/venom apply to Mithril ammo too (Angband 3.1.0)
- Allow Enter to work on options menu (Angband 3.1.0): use Enter to set delay factors/hitpoint warning (+ squelch level); allow Enter to toggle window flags
- Up the pseudo-ID lengths again (Angband 3.1.0)
- Fill the menu_item and menu_action structures completely when defining some (Angband 3.1.0)
- Fix issue with monster term not being updated correctly in case of learning new spell info (Angband 3.1.0)
- Fix birth items after the object list reorder (Angband 3.1.0): move to textual tval/sval names
- Make sure that problems with saving games always get back up to the UI (Angband 3.1.0)
- Refine the number of object drops by monsters (Angband 3.1.0)
- Remove the "coin_type" global (Angband 3.1.0)
- Give the monster drop flags more appropriate names (Angband 3.1.0)
- Add a DROP_20 flag (Angband 3.1.0)
- Make the various drop flags non-exclusive again and instead make sure monsters in monster.txt have only one of DROP_[1234] (Angband 3.1.0)
- Orcs and trolls that appear with friends get DROP_20 (Angband 3.1.0)
- Fix ammo damage display (Angband 3.1.0)
- Move wearable_p() to obj-util.c (Angband 3.1.0)
- Add new effect DRINK_BREATH (Angband 3.1.0): allows to breathe fire/cold (lesser dragon breath effect)
- Move graf-xxx.prf files to textual tval/sval names (Angband 3.1.0)
- Rewrite a chunk of the scorefile code to fix problems with highscore list (Angband 3.1.0)
- Make rings of Escaping/Teleportation worthless to avoid ridiculous sale prices (Angband 3.1.0)
- Fix cursed weapons showing incorrect negative damage (Angband 3.1.0)
- Implement the mushroom of sprinting and the potion of dragon breath (Angband 3.1.0)
- Make all torches always start with FUEL_TORCH fuel, as intended (Angband 3.1.0)
- Add birth_money option, which gives more starting money instead of equipment (Angband 3.1.0)
- Make floor items a bit rarer, generally (Angband 3.1.0)
- Fix adamantite pieces being picked up (Angband 3.1.0)
- Reorganise some source files (Angband 3.1.0): split out monster/object/player code into separate files
- Store selling now takes notice of warning inscriptions (Angband 3.1.0): don't allow items marked as !d to be sold in shops
- Stop truncating DSM activation times (Angband 3.1.0)
- Make "You are too afraid to attack x!" messages orange by default (Angband 3.1.0)
- Give all classes WoR by default (Angband 3.1.0)
- Priests get 2xCSW instead of 1xCCW at start (Angband 3.1.0)
- Move monster hit/death stuff to a more appropriate place (Angband 3.1.0)
- Make all metal monsters drop gold of the appropriate kind (Angband 3.1.0)
- Radically up the chances of getting an {excellent} item (Angband 3.1.0)
- Make the saving throw display as a percentage on the character screen (Angband 3.1.0)
- Monster now drop items of depth MAX(depth, monster native depth), rather than their average (Angband 3.1.0)
- Make more skills be displayed numerically (Angband 3.1.0)
- Move some functions from obj-util.c to the more appropriate generate.c (Angband 3.1.0)
- Add ANGBAND_DIR_XTRA_* to variable.c, so every port doesn't have to individually assign them (Angband 3.1.0)
- Fix monster list subwindow (Angband 3.1.0): add a "... and x more" line at the end of the monster list if all the list cannot be displayed in the subwindow
- Fix some compiler warnings (Angband 3.1.0)
- Add an item list subwindow + a "display visible item list" command (Angband 3.1.0)
- Scroll of Door/Stair Detection shouldn't cost more than Scroll of Magic Mapping (Angband 3.1.0)
- Reduce the likelihood of summoned monsters attacking immediately (Angband 3.1.0): give monsters half the starting energy they used to get
- Make potions of healing cure at least 35% of max hps (Angband 3.1.0)
- Make starting gold always either 200 or 500 (Angband 3.1.0): no more stat/social class boost/penalty
- Move rods and staffs of curing up in the dungeon somewhat (Angband 3.1.0)
- Knock down the rate of recharge for rods of curing tenfold (Angband 3.1.0)
- Maximal pre-penalty spell failure is now 50% (Angband 3.1.0)
- Amnesia doubles failure change instead of making spells fail half of the time (Angband 3.1.1)
- Make stats greater than 18/220 display as 18/*** again (Angband 3.1.0)
- Monsters waking up now takes a turn (Angband 3.1.0)
- Move timed effects code out to player/timed.c (Angband 3.1.0)
- Tell the player when timed effects increase or decrease as a result of effects (Angband 3.1.0)
- Refactor the timed effects code again to eliminate some duplication (Angband 3.1.0)
- Wielding un-ID'd items with obvious bonuses marks them as {excellent} (Angband 3.1.0)
- Give flavour text for successful hits with a brand or a slay, and mark the weapons giving these hits as {excellent} (Angband 3.1.0)
- Reduce the number of Self Knowledge potions generated (Angband 3.1.0)
- Split out object ID functions into object/identify.c (Angband 3.1.0)
- Add new flags to character sheet (Angband 3.1.0)
- Allow rings to add brands to weapons (Angband 3.1.0)
- Introduce new METAL monster race flag (Angband 3.1.0): use it specify that a monster should drop the kind of money it is made of; give the METAL flag only to the coins and mithril golems
- Visible monster list now displays monsters in red if they are OoD, regardless of number of kills (Angband 3.1.0)
- Being afraid gives you a to-hit penalty of 20, so ranged attacks become much harder, but also an AC bonus of 8 (Angband 3.1.0)
- Being afraid adds a 20% failure chance to spells/prayers, before the minimum fail rate kicks in, but spells that cure fear (boldness/heroism only) have had their fail rates reduced by 20% as well, so this balances out (Angband 3.1.0)
- Potions that cure fear (boldness/heroism only) are made cheaper (Angband 3.1.0)
- Make monster races obvious without killing monsters (Angband 3.1.0)
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training