PWMA items/houses problem

There is a ‘problem’ with storage due special balance of items income in PWMA:
1) ‘birth_no_selling’ generate a lot of items which are optionally useful, but player can’t sell them. The only option is to dump them for later in town areas
2) items income is based at V-Angband which got free huge storage ‘0’ in city; in PWMA you could only buy houses which aren’t cheap and smaller onces doesn’t have enough empty space

It brings a problem that players put their items in ‘tavern’ or just hide them in the world surfaces (in ‘town’ locations items won’t be removed). And it brings yet another problem – ‘free’ items which new players occasinally finds – breaks newbie players experience.

In TomeNET/Mang problem with storage doesn’t exist as there you could sell items. In PWMA 95% of players are going with ‘birth_no_selling’, so we got this problem.

An example of this problem is live on server right now, screenshot:

On screen you could see my character and his items which he temporary stores at tavern; I got plenty of scrolls, amulets, rings.. and it’s not all, I dumped some other stuff which I wanted to use later; but I destroyed them not to ruin tavern with too much rubbish.

Now lets imagine there would be items not from 1 player, but from 10. Or 50. Everything woul be covered with several layers of rubbish.

There is a very nice way to solve this problem – to add ‘Home’ (‘0’ in terrain.txt) in custom town, so it work not only for base town in no-wilderness mode, but also in normal more (it could be an option in mangband.cfg).

So it would be a building like a ‘bank’. For ‘1-char/account’ this won’t break game balance, but reduce item managment inconvenience (one of the biggest problem in online roguelikes) and would solve this problem with rubbish. Ideally it would be system where you should pay certain amount of gold to ‘open’ more storage in the bank. But as current ‘0’ not too big, it’s alright as it is for now.

This ‘bank’ won’t remove the need of normal houses – because they could be used as player shops and additional storage; which, again, is very needed in online version of the game.. if player got the game on local machine he won’t notice this problem at all.. but at multiplayer version its pretty critical.

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Tangaria updates

We got a lot of new stuff in Tangaria:
– PWMA updates: a lot of bugs fixed, new custom stores, ranged auto-retaliation and much much more!
– new class: archer
– 20 new races 😀
– ASCII mode adjusted to Tangaria tileset

Cya in-game!

If you got any questions – please feel free to ask anything at our discord channel:

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RoM2 server updates!

Recently our ‘Rage of  Mages 2’ server got loads of new updates!

– max skills is 110 (up from 100!)
– no need to create ‘lift’-characters – high lvl char could enter ‘easy’ maps
– new ‘Quest’ maps with ‘Strenght +1’ balance
– new client
– mage/warrior rebalance
– fixed bugs
– PvE at all maps except ‘Quest’
– No exp for quest in taverns, only ‘legit’ gain via monsters
– new monsters (eg low-mid stone curse monsters which can’t really bind you char, but stun him for very tiny moments)
– No ‘mail’ to get stat potions, only kill dragon/high lvl mobs quest
– Special ‘bazaar’ on Hard maps which helps to get mid-game equipment faster; no need to grind shops for hours
– Fair-play rules
– 100+ players; online up to 12 players (for new hat it’s pretty good)

And very friendly community! 🙂

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PWMA: shadow, light and joint work

Yay! It seems ‘undefined packet’ on login is beaten at last 🙂 Good job! And it’s great to have custom house doors and STORES 😀 Thanks!

New problem appeared – night in towns. I often get client crushes without any error (in server log it’s just ‘disconnect’). Also main town at night is really glitchy, I’ve prepared video (it’s not published at youtube, accessible only via this link):

It shows ‘walls’ and hide them on the screen without any purpose. I suppose this error could appear because there are too many different objects on the screen, so it’s hard to change their appearence with shadows for game engine.


1) if it’s not possible to fix this shadows glitches asap, maybe as a temporary solution to night problems: add an option to server config file – to turn off day/night changes in towns (because it’s quite critical problem; not possible to play the game when it’s night around – crushes and glitches)

2) add an option to client config file – ‘view’_yellow_light’. Then I’ll be able to turn it on by default in my client distribution; because without it players do not understand is there a light in dungeon corridors


[22:59]flambard:not sure if it made it into PWMA, but I guess so, there should be an option to enforce any client option (or set a default) in server .cfg

It would be cool to have such feature – to be able to assign any client option at server cfg. I’ve tested it by adding ‘view’_yellow_light = true’ to server config, but it seems it doesn’t work.


And some topics considering development process:

A) Considering upcomming monster’s change and tileset:

You said before that you are planning to rework all monsters in the game and port latest V monster changes there. I’m not fun of V-changes in monsters, but still I kindly invite you to use my tileset as default in PWMA for this job. You said before that you need to make a decision – which tileset to maintain (you are working at 3 of them at once) and which to drop. You are welcome to use Tangaria’s tileset, with all it’s terrain features. It’s got plenty of empty space to bring new monsters (and would give possibility to save from extintion old ones, by moving them somewhere down, I’ll do it for Tangaria). I’ve assigned ‘torch’ light for all regular dungeon terrain features, so now it’s looks much better (the only problem is night at towns). Actually we could work on this tileset together – you just say what do you want to add and where and I’ll make it. We could rework tileset structure, so we both would be happy with it.

Also you are welcome to use my map of the world or any parts of it, eg town or some other locations in default PWMA. Tangaria’s main town is really beautiful and it makes starting location feels pretty special.

B) For the future, maybe it’s good idea to try and port game to SDL2, as Flambard investigated. And there is already a working demo!

[18:05]flambard:there are automated client builds that keep up with latest developments,…g/auto-develop

SDL2 gives loads of new features, eg possibility to make _animation_ to the game, looks really great (now it’s already works on monsters attacks!). Also SDL2 client possible to port on Android and iOS. We tested it, it works %)

C) Finally, there is an old idea: combine online roguelike developers efforts – to try to find more point of joint work. Server’s code isn’t really compatible it seems, so as a start Flambard suggested – to make unified client for all trinity of online roguelikes. If it’s not possible at this step – maybe at least make new features compatible for all clients? Maybe there could be certain ‘API’-like compatibility?

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Hat launch (Rage of Mages 2 server)

Hat is launching today at 21:00. What’s new:

  • hat platform made by Exciton and ZZYZX
  • this version of the client got working menu (but there may be other glitches .. we will test)
  • changed shops on all maps
  • horror complexity server launched with the most expensive store
  • spell rebalance; details can be seen there

Thanks for help to ZZYZX, WarBeginner, Anotomix, Zhuxus, Nikolay, ILIUS, Chariot and all, who supported in discord!

To play you have to download new client and fill google form registration. More info

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Rage of Mages 2: server test finished

Preliminary testing of A2 server is completed. Unfortunately, due to the fact that the hat is laid out on the github in a cropped form and half of the players can’t even log in there (plus logins hang up, experience flags do not work, the log-password is not saved) – we return to the oldschool acom hat.

New registration open , you should use gmail account to register there.

Pre-registration is already open! Hat will be launched very soon. Details – in the discord

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Wipe, new server setup and rebalance (RoM2)

Hat was reset to use new client/server complex (; thanks to Anotomix and ZZYZX for help with setup. I’ve made full rebalce of spells and scrolls. You could register via discord, more info:

Cya in-game!

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Rage of Mages 2: healing potions works!

Healing from potions at our server works again. A bit nerfed compared to Nival Hat (1999), but still super useful. With them you could kill dragon4 to get potion which increase stats.

Also protection from earth is much more common than on previous hats, but less common than on Nival.

Please make your suggestion about rebalance at our discord.

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RoM2: hardcore PvM mode test

Test of new mode started. Please note that it is ‘raw’, I did not have time to check anything at all. 

Good news: there is English patch 🙂

1) there are PvM cards, without a PK (I did not check :), if it does not work, I will fix it tomorrow). In general, the hat is PvM, all PvP is exclusively in the arena for now.
2) this is PvM of increased complexity, the so-called Hardcore mode (there is one in Diablo) – your char has 1 life. Upon death, experience is reset. The bottom line is that there is money left) Well, the mage also preserve spells…
3) … and these spells are much more expensive than usual; they also have changed parameters (need to be tested). Therefore, if a warrior upon death coudl just delete char and start a new one after death (do not forget to move your gold), the mage will need to be player with 00000 skills to save spells.
4) you start naked) the mage does not have a magic shield, you need to buy it
… and something else.

From the cards, everything is as before, for the test of norms.

There was a wipe. And there will be another wipe. And not even one can be. While testing, try the chips. Spells must be rebalanced, I will write about this later.

I was terribly tired of sorting out the guts of A2, while I took a break and gradually I will continue to work on the fan. Please do not turn over questions, requests, and so on. For now, you only need to report bugs 🙂

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Discord channel for “Tangar’s Hat” (Rage of Mages 2)

Our server got discord channel:

I warn everyone in advance that there will be strict sanctions against the swearing. Please be friendly 🙂 I really want to recreate the warm and lampy atmosphere of Nival server in 1999 – the atmosphere of mutual respect and positive.

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Hat: adventures begins!

The server is running in test mode while one card; I’ll add more tomorrow. Instructions on how to play:

I’m smoking configs now, so maybe a wipe will be very soon.

Thanks to Anotomix, as well as ZZYZX and Neo for help with setting up the server 🙂

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Angband (roguelike) guide: tips & tricks

To make savefile load automatically when you start Angband

Right click the shortcut, there should be a field in properties ‘Object’ where you can add path to savefile, eg:

C:\games\angband\angband.exe “C:\games\angband\lib\user\save\tangar”

Or, if you have the angband directory as working directory, just:
angband.exe lib\user\save\tangar

In linux it would be -utangar Continue reading

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Diversity of terrain in Angband (roguelike)

Commenting guy from Dwaft Fortress forum:

it’s still the exact same boring dungeon generation big empty room, very long corridors of nothing , no special dungeon features or etc

I suppose it won’t hurt if the game would more terrain features, eg:

– water generation (streams and lakes, flooded levels)
– chasms (also different types, some could work like ‘big’ pit-traps, floors-like where you could fight with monsters (with certain +/-); some like deep descent chasms)
– more types of terrain – floors/walls. Online roguelikes (PWMA and TomeNET) got different layouts in the dungeons, it makes adventure more diverse. As V got one dungeon, it could have such features just certain lvls, eg
— some levels could be ‘cold’ (with icy floors which could be slippery – such ones exist in TomeNET; ice walls (melted by fire easely).
— some could be hot (with sand, which is easy to dig) etc

Also TomeNET had relatively recent update with great way of ‘inserting’ parts of the ‘interesting’ terrain in the dungeon. So in common ‘stone’ dungeons could be small patches of sandy walls (they looks very organic as they come in certain group/pattern, not randomly; it looks and feels very fun), maybe V-devs could investigate how it’s made in TomeNET code

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Angband (roguelike): big size font for UI

My font for Angband, 24×36 px (BIG!)

Recently I’ve started to play Angband (my stream) and noticed that it’s got very tiny fonts (for my bad vision). At first I didn’t figured out how to change it to big ones (as when I tried to do it via menu – it glitched), but then I’ve understood how to make it properly. 

The thing is that “TileWid=..” and “TileHgt=..” in angband.INI (config file) should have the same values as your font size. Then everything works 🙂

So I wanna present my fonts for Angband, which I drew myself. To get them work you need to download them and put to ..\lib\fonts folder and then register them via config file or via game options menu.


I use this font for 1920×1080 with 150% Windows scaling.

Have fun!

If Angband devs like this font, I’ll be glad if it would be included to Angband package. It’s already included to TomeNET, PWMA, MAng. Actually there are not only font, but 1-bit graphical tileset with 23 size variants of this font, but all of them optimized for TomeNET. Maybe in time I’ll optimize it for Angband too 🙂

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PWMAngband: min/max lvl reqs to prevent scumming

/rfe add “Minimum/maximum level requirements” flag to objects.txt (eg in tomenet).

It would help to balance items and prevent a lot of scumming mechanics (passing powerful objects to low lvl players etc).

This flag could be optional, so there won’t be need to assign it for all existing equipment; just to add it where it really needed.

In comparisson to TomeNET, PWMA could have more advanced lvl assigning – to have also ‘maximum lvl reqs’ for items. It could be really useful to prevent high lvl players to scum low lvl dungeons for certain low lvl items. Eg ‘food’ which is an important resource @ AO; without such restriction high lvl players could just grind food in newbie dungeon which makes hunger system not so awesome as it could be.. One of my favorite ever moments in playing online roguelikes was where I thought that I’m out of food in IDDC and I had to eat all what I found to survive – … this should be situation which players rarely get, it would give players a lot of fun. And if player want to avoid it – he still would be able to buy food from other players; but it should be rare to make it interesting.

Yet another addition to solve this problem is to have “maximum level requirements” parameter for dungeons in dungeons.txt; so player won’t be able to come in dungeons which got weakier monsters. Then it would be possible to prevent low lvl dungeons scumming at all. Also it would make rescue missions more interesting as players would have to rescue “equals”.. Without it most of rescue missions are quite boring – cause you come to the dungeon with high lvl char to rescue low lvl char in low lvl dungeon. Also it would motivate players to play together in parties.

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