Status: temporary pause

All this month I’m at travel, so can’t work atm. But in 2 weeks I’ll come back and there would be a lot of updates!

Also Powerwyrm going on vacation for 2 weeks too. So till summer there won’t be much updates, sorry guys 😉

Animals and birds

Work status: right now I’m creating new habitants of wilderness – animals and birds. Also all townies and NPC on daylight surface would have new lvl scaling – so each town would have it’s own special dwellers.

After I’ll finish with NPCs (at least just a couple of them), I’ll come back to creating new locations. 

First location: ready!

First location draft

Dreams come true 🙂 First day result:

Soon I’ll update server with new maps! A week (I hope) left.

Custom world (draft with process)

Gamedev process in my instagram – scroll photos to the right by arrow to see from 1 to 9:


I’ve made this pictures several weeks ago; they illustrated the idea about custom towns/locations and show how locations could be connected. Also I’ve thought about first location 🙂

I’m on travel atm and had @#$% connection for several days. Now it’s become better, but I got ancient notebook which can’t handle my .PSD file.. Anyway, today I’ve managed to finish port to Tiled, so tomorrow I’ll start drawing first location! It’s starting!

Update to tileset package

I’ve also included to tileset package some template files for tileset database designing. Link is the same; also added package to downloads section.

Tangar’s tileset ver. 1.0 released!

Tileset fragment

I’ve finished first version of my tileset which is based at beautiful David Gervais artwork.

This tileset made for Angband Online, which is powered by PWMAngband. If you would do some tweaking – this tileset could be used with most of *bands. 

Package includes .PSD file with hex codes for mapping stuff, so it’s much easier to work with it. Also it includes tileset files and following PWMA files:

town_test.txt – start location with all terrain objects, useful for testing
terrain.txt – list of all terrains with properties
town_feat.txt – list of objects which could be used in towns
wild_info.txt – world map with town in center (all other is water)
town.txt – town list
town_empty.txt – empty town

If you wish to use this tileset or artwork from it – please mention in your credits following names:
David Gervais, Shtukensia, Tangar, Powerwyrm, Ayenes (wooden floors and flowers), Ivan Voirol (leaves on grass, waterfall).

I’ll continue maintaining this tileset, so there would be new versions!

Download tileset link

Past livestream with tileset work:

First release of PWMAngband 1.3.0 beta 0!

Recently we had 255 limit problem. Now it’s fixed in 1.3.0 beta 0!


– Allow more than 255 terrain types
– Fix some spell level errors

Considering 255 problem:

The reason is obvious: the terrain “floor d hills” is exactly number 256 in the f_info feature array. This means there is somewhere where feature is coded on a “byte” and doesn’t allow more than 255 terrain types. And I found the culprit:

struct square {
byte feat;
bitflag *info;
int light;
s16b mon;
struct object *obj;
struct trap *trap;

Everywhere else, feature index is coded on an integer. Vanilla code has the same “struct square”, so it must also happen in V.

TiledToAngbandExport: new version

Ilius updated TiledToAngbandExport tool:

Now it’s possible to create new maps (with map/mask layers) in Tiled ‘on fly’ 😀 Good job!

Tangar’s tileset: first stage finished

I’ve finished first (alpha?) version of new tileset graphics layout. It’s available in Downloads section. I’ll continue to add new stuff to tileset, but for now I wanna move this version into production, so you would be able to play with it 😉

Now I’m binding graphics to databases. Past stream in English with this work:

Soon (tm)