Tileset update and custom maps

During tileset revamp:
– arranged all tiles to UT32;
– added shadows: doors, rubbles, swamp, water, traps;
– added new tiles: hills, shore, nether mist, glass wall, mind/hunger trap, unmagic mushroom patch, The Balrog of the Sammath Naur, vlodblad, lumberjack.
I’ve spend 3 days to do it and was quite ‘squeezed’ by this monotonous work – comparing two tilesets and rearranging existent entries. But I received important experience and it would serve us right 🙂
Powerwyrm made a great update recently which allows customized maps and improved town customization:

1) It is now possible to add ONE dungeon inside a custom town, like it is possible for game-generated towns: first, add a down staircase symbol (‘>’) in town_xxx.txt at the location you want your down staircase to be; second, add your dungeon in dungeon.txt with its name, world position (which should be the same as the town position in town.txt), flags and rules.

2) It is now possible to make the game start in a custom town: first, set your town name and location AS THE FIRST ENTRY in town.txt (remember: DON’T TOUCH THE SECOND ENTRY, it SHOULD be Carn Dûm otherwise the game will be unplayable); second, create your town layout and save it as town_xxx.txt (see Bree and other pre-defined towns as example); third, add a starting point (‘x’) which should preferentially be placed in the middle of the “Tavern” (building labeled ‘8’ consisting of “safe floor” tiles — see pre-defined towns for examples of placing the tavern); and finally, add a town symbol (‘T’) on the metamap in wild_info.txt

So now it’s possible to create proper custom maps! I’m so ‘squeezed’ that can not explicit my emotions right, but deeply inside I’m very happy 😉 So now it’s time to add new tiles…
There is also a bug (it seems) considering wilderness generation, but I hope Powerwyrm would hunt it down (BAM!). We are coming closer and closer to the New World 😀

New PWMAngband 1.2.0 beta 6 released!

Arrrr Powerwyrm!

– Fix crash when flickering multi-hued players, party leaders and elementalists
– Move dragon breed info to dragon_breed.txt
– Add customizable experience penalty to each dragon breed
– Tweak commonness of dragon breeds to make better ones rarer, make ethereal drake much rarer
– Make white/blue/red/black dragons immune to cold/lightning/fire/acid
– Make Ents vulnerable to fire but decrease their experience penalty a bit
– Display a message when monks get encumbered by armor
– Fix bolt/ball/breath spells not damaging wraithed players
– Allow customized maps for each town except base town (Carn Dûm), set MAngband-style town by default if the corresponding town_xxx.txt file doesn’t exist
– Allow one dungeon in each customized town
– Revert “Make wraithed players also get the IMPAIR_HP flag”
– Make permanent wraithform drain hp and prevent regeneration while the wraithed player stands inside non-passable terrain
– Rebalance player invisibility a bit, nerf permanent invisibility (except for ghosts)
– Make wraithform and invisibility consume a lot of food
– New command in stores: Browse a book (‘b’) or Peruse a book (‘P’)

Please update your clients 🙂

Also I’ve finished internal revamp of Gervais tileset, now everything at it’s right places. Please note that there could be errors in tileset (monsters, objects and terrain could have wrong appearence)  – please report any suspicious stuff via Discord, so I’ll fix it asap.

Dragons and graphics

Soon we would have a new update. Some sneak peaks:
Powerwyrm is finishing a rebalance of Dragon race, wraithform and invisibility:
  • The 4 base dragons (red, blue, white, black) now have immunity, others only resistance.
  • Each breed now has a different xp factor, which MULTIPLIES the base factor of 450%. Currently, base dragons have a factor of 100 (so 450% penalty) while power dragon has a factor of 200 (so 900% xp penalty), while others in between have a factor of 120-180.
  • Hardcoded stuff has been pulled out of code and put into dragon_breed.txt. 
  • Fixed bug with Ethereal dragons being immute to breath attacks.
  • Wraithform:
    – prevents regen and drains 1 hp per turn while standing on non-passable terrain (same penalty as necromancers in undead form)
    – consumes a lot of food
  • Invisibility:
    – is now a flag: a monster can see a player or not (until attacked, on which case the invisibility drops and the monster reacts normally), no more randomness
    – is less likely to fool mobs (depending on monster level)
    – consumes a lot of food
Also Powerwyrm managed to fix a town spawning bug 😀 Yay!
At that time I’m working with graphics – changing Gervais’ tileset back to UT32 using PWMA 1111. It’s huge and boring work, but it should be done so in future it would be much easier to work with tileset  – I plan to add hundreds of new objects – from new terrain types to… furniture. Towns would become very different with a new custom world 🙂 
Also while I’m revamping tileset, I’m changing appearence of different tiles, adding new ones and editing oldies. Soon Shtukensia would start drawing new tiles, so any new object we implement would have proper image in oldschool ‘Gervais style’!

New world map coming

As I like to keep you informed (and make daily updates 😛 )… Whats going on:
I’ve started to create a new custom world map. This is a big work which consist of several steps:
1) to add new custom tiles. So far added several dozens of new tiles from beautiful Gervais artwork (he is a real genious);
2) to bind new tiles to tileset and gamedata;
3) to design new locations. I’ll start with 2, so it would be a ‘demo’ to understand is it good idea at all. I’ve drew several variants already ‘on paper’, I’ll share this work in one of my following streams;
4) to ‘map’ new locations within ASCII (there would be stream with this work).

Please note that there would be a server wipe when new world map would be established.

So far I’ve found a bug which prevents using custom locations, but I hope that Powerwyrm would be able to fix it soon =)

Downstairs bug fix

Powerwyrm managed to fix critical bug which crushed server! Yay!

The story about it – is pretty detective: we tried to catch it in debug for a month 😉 And finally this morning we catch it at last – server logs:

110219 082709 Mako: There is a wall in the way!
110219 082710 Darkfold V: You enter a maze of down staircases.
110219 082710 BEGIN pre_turn_game_loop()
110219 082710 Handle any network stuff
110219 082710 Process monsters with even more energy first
110219 082710 END pre_turn_game_loop()
110219 082710 BEGIN process_player(Mako)
110219 082710 process_player_cleanup()
110219 082710 Shutting down (panic save).
110219 082711 Server panic info save succeeded!

Powerwyrm solving the riddle:

110219 082710 Darkfold V: You enter a maze of down staircases.
110219 082710 BEGIN process_player(Mako)

So for player “Mako”, EVERY 5 GAME TURNS, there’s a test if we should “flicker” him or not. This means, the bug can happen very rarely: another player must enter the same level exactly on a turn “0” or a turn “5” from 0 to 9. This also means it can only happen if the player that changes level (Darkfold) has the “animate_flicker” option set and doesn’t use a tileset (ASCII mode). And this also means it can only happen if the player (Mako) is either a dragon or shapechanger with a multihued form, the leader of a party, or an Elementalist. That’s a TON of circumstances!!!

Now the bug: if we try to “flicker” the player, we “lighten” the square where the player is. Problem: at this point, we didn’t spawn the other player yet, so we access an invalid location and BAM the game crashes!

Elementary, my dear Watson ™


  • Green Glutton Ghost not so fast anymore;
  • Rations of food more rare to find;
  • Rusty Lantern <-> Old Lantern;
  • Old Lantern (pretty common to find in the dungeon) now made of glass. It could be good idea to try to throw it to your enemies to hurt them (spoiler: holy grenade @ Worms 🙂
  • Throwing torch and common lantern to the enemy also now make sense;
  • Torch, oil and lanterns’ costs increased. Lantern become rare in provisioner shop.

Booze for rest

You know.. Drinking booze could restore your vigor, but make you stupid. Take care!

‘Dragon’ race temporary disabled because of the exploit.

Update: dragons are enabled again. For now they would be much more clumsy in terms of searching, disarming etc; it’s temporary measure till exploit would be fixed.

New PWMAngband 1.2.0 beta 5 released!

Hooray Powerwyrm!

– Add a basic framework for autoinscriptions
– Change inscription for player to ‘#P’
– Change inscription for recall to ‘#R’
– Fix Dungeon Master not having full ESP on LIMITED_ESP servers
– Make disturb_faint false by default
– Make wraithed players also get the IMPAIR_HP flag
– Remove all trading restrictions between players when no_selling is set
– Allow the console to run from PuTTY via Telnet
– Add [Escape] by default at the beginning of the keymap when creating a new keymap

Update your clients 🙂

Golden start

Revamped birth_start_kit option – now it provides proper amount of gold. So now if you would push ‘=’ at character creation screen and would choose “birth_start_kit=false” you would start naked, with just a bit of food and bag of gold which you could use at whatever you like. At the same time birth_start_kit provide certain addition items, so you have to think, what is better for you.


  • Added newbie items: 
    – Rusty Lantern
    – tattered Satisfy Hunger scroll
    – rugged Word of Recall scroll
  • Old lantern now appear on shallow depths, while regular lantern could be found bit deeper;
  • New trap: squeaky board (you could find some kinda ‘useless’ items to become useful from now on to avoid this trap);
  • Mysterious girls become brazen strumpets *hic* Thug life…
  • Tileset: fixed rubble and unclothed our courtesans a bit 😉

To be able to see proper graphics you should update client.

Maggot’s day!

  • Siren trap become more dangerous – it’s so loud that could even stun you; and moved deeper;
  • Some of Maggot’s hounds moved a bit deeper and become stronger, some less;
  • Players now often could become afraid of Farmer Maggot moans. Don’t forget that there are a lot of drinks which makes adventurers’ heart bolder!
  • Booze become less severe in terms of ‘handover’.

Some players asked – how booze could be used for..? Answer: to drink it! Especially when there is no food around.. 😉

Also I’ve added new trap; but if it would be published right now, players would have to update client. So I’ll release this trap a bit later, at the day when I’ll add more objects to game at once, so you won’t need to update client too often.