PowerWyrm Prophet



Join Date: Apr 2008 Posts: 2,786





User interface

--------------



Angband 4.0.x:



- Add debug command to perform effects (Dungeon Master menu)

- Add timed flags display to character flag screen

- Add message if a summon fails

- Recolour permanent walls

- Separate quiver list

- Give the elven rings unique object names

- Add ego-item ignoring menu

- Remove cfg_small_range option

- Make player life history editable (accessible in PWMAngband from the 'C' menu)

- Make object selection use a real menu

- New effect descriptions

- New icon (Mr Att) for executable file

- New town layout (in PWMAngband, this is only used to generate the static

ironman town at 750ft -- base town at 0ft remains the same)

- Add quiver viewing command ('|' key)

- New splashscreen

- Update Nomad's graphics

- Add trap knowledge screen

- Add descriptions for terrain

- Add a sound for objects being dropped from or carried to the quiver

- Divide object list into seen and aware

- New monster spell messages from Elsairon

- Put subwindow options in a separate file so they work for all characters

- Order quiver ammo from worst to best

- Make resting and statusline display for deep descent work like for recall

- Shorten inventory prompt, put overweight info in 'C' screen

- Split launcher and DSM types for ignoring purposes



PWMAngband:



- Display minimap like Angband

- Remove font-xxx.prf, setting the same default color for inventory display

for all players (configurable server-side in object_base.txt)

- Make town building walls (stores + houses) regular permanent walls

- Move MAngband permanent walls (suburb houses + arenas) to their own terrain

feature, leave house walls brown, make arena walls red

- Display a red "-" instead of a green "+" for negative modifiers on the

character sheet

- Split fixed pval/modifier commands for item generation (Dungeon Master menu)

- Add new fixed flavor ("Black Ring") for randart Rings of Power

- Add a Summon Pet command to the Dungeon Master menu

- Add an entry for the "unknown item" and "unknown treasure" tiles for all

tilesets

- Slightly alter town layout, reduce feature array size from 12x6 to 11x6

- Tell Shapechangers they cannot gain spells instead of browsing unexisting

books

- Make spell list subwindow display spells for Shapechangers and player ghosts

- Remove check against maximum window size during setup mode to eliminate

dependency with dungeon dimensions, use server-side check instead

- Display "You see (top item) on a pile." instead of actually listing all

objects when moving on a square that contains a pile of objects

- Remove the '%' command (Interact with keymaps): the menu can be accessed by

pressing '=' (Interact with options) and then 'k' (Edit keymaps)

- Remove vault generation by index (Dungeon Master menu)

- Roguelike keyset: move "Display connected players" command from '|' to CTRL-V

- Display trap description when looking at a trap and pressing 'r'

- Display terrain description when looking at a feature and pressing 'r'

- Replace "Save keymaps and options" by "Save options to pref file" and only

save options + window settings (keymaps can already be saved from the

"Interact with keymaps" submenu)

- Never show empty equipment/inventory/quiver/floor list

- Merge some new effect descriptions from Angband, update activation and spell

descriptions accordingly

- Display number of player/active turns elapsed in real game turns (without

dividing them by the FPS parameter)

- Display number of game/player/active turns immediately after entering the game

- Dungeon Master menu: add command to generate true artifacts for debug purposes

- While running, only update object/monster lists when panel changes

- Generate houses as lit rooms



Gameplay changes

----------------



Angband 4.0.x:



- Remove fired status

- Describe object plusses and modifiers regardless of the player, using

identification flags from the object exclusively

- Remove class choices, make them all available for each race

- Make dropping ignored items use energy

- Allow barehanded combat to get multiple blows (important note: this doesn't

affect monks in PWMAngband which still get 1 + character level / 10 blows

per round)

- Triple the number of room templates, add another 200 (for a total of 500)

- Add stair-skip constant, making stairs go up or down that number of levels

- Make Potions of Resist Poison also cure poison

- Disturb on first getting the object feeling

- Improve pickup of partial stacks



PWMAngband:



- Allow wands of polymorph to work on self

- Implement the BERSERKER activation like Angband

- Implement the healing spells like Angband (in PWMAngband, they will only cure

blindness and confusion if projectable)

- Change duration of slowing effect to 15+1d25 turns (Angband value)

- Allow General Store to buy food from crops

- Make digging time for all trees equal

- Make wilderness level generation a "one-time" process: generate objects and

monsters once (for the first player that enters the level), then only

generate the layout ("deserted" level)

- Tweak some of the PWMAngband artifacts and add more to ensure that every

object kind has a corresponding non-cursed non-aggravating artifact

- Make Shapechangers polymorphing into a monster susceptible to fire/cold

actually vulnerable to fire/cold

- Increment quiver size from five to eight slots

- Give the Dungeon Master (or all players in debug mode) all books at birth

instead of only deep books

- Give Wands of Stinking Cloud radius 3 like Angband

- Improve the Wonder effect in PvP mode

- Let KILL_WALL spells hurt players vulnerable to rock remover in PvP mode

- Let DISP_EVIL/DISP_UNDEAD spells hurt evil/undead players in PvP mode

- Allow pets/slaves to attack a player instead of a monster if that player is

the closest target

- Make DEATH spells work on players in PvP mode

- Don't crush objects when an artifact cannot be dropped, drop the artifact

elsewhere on the level instead

- Allow piles of objects (use default Angband value of 23 objects per dungeon

grid)

- Drop gold after all carried items when the character dies, remove the 32000

gold coin cap

- Preserve mana (for spells) and consumables in some cases where an effect

cannot be triggered on a specific level (usually on static levels)

- Deal with ignored stuff (dropping all ignored items) only on random levels

(to avoid littering town, wilderness and static levels)

- Don't halve extra blows given by equipped items when a monk is encumbered

- Halve the barehanded damage bonus from ghost melee attacks so that it doesn't

get too good compared to the barehanded damage monks/dragons get since now

ghosts also get multiple attacks per round

- Make all monsters find a safe place when fleeing (it was limited to smart

monsters before)

- Forbid summoning in arenas

- Apply off-weapon brands and slays (from items or monster form) to all

barehanded attacks (special monk/dragon attacks + basic barehanded attacks)

- Slightly alter energy system: give frame_energy to players and monsters every

frame (every 1/FPS second); allow them to act once move_energy has been

accumulated; use up move_energy when they act, leaving (energy - move_energy)

for the next turn; make monsters with more energy than their closest player

act first, so that slower monsters never get double moves against players

(change from the Angband 2.9 era that was never ported to MAngband)

- Apply elemental damage (which damages inventory) before physical damage when

dealing with monster elemental melee attacks

- Allow browse/study/cast from a book on the floor

- New server option: turn-based mode (makes the server turn-based if there is

only one player connected)

- Make "Stay still" command use energy (via ',' or '5')

- New server option: limited telepathy (makes telepathy limited to a radius of

"max_sight" like Angband)

- Stop restricting monster/player visibility (line of sight or telepathy) to the

current panel

- Limit to-dam on artifact missiles (to make ego missiles still valuable)

- Make Resilience a one-time effect setting monster lifespan to maximum value

- Check for monster respawn every 10 turns (Angband rate)

- Let fainting and starving effects occur in town areas

- Make anti-summon field "imperfect" (range 8-11 field with 65-95% chance of

disrupting any summon attempts)

- Don't record a real "death" when a player uses the Undead Form or Death spells

- Prevent ghosts from casting Undead Form or Death spells

- Give monsters a chance to retaliate if attacked by controlled monsters

- Don't make controlled monsters always visible

- Give controlled monsters a (small) chance to break free from their master's

control when out of awareness range

- Don't allow TELE_TO effect to teleport something outside a vault next to

something inside a vault (it will still work if both caster and target are

inside the same vault)



Bugs fixed

----------



Angband 4.0.x:



- Fix message pain for meteor swarm hitting multiple similar monsters

- Fix shatter moving player (skip remaining blows)

- Make Study indicator active for spellbooks on the ground



PWMAngband:



- Properly tag all water tiles as "icky" when building moats

- Consider all features as "memorized" for DM_SEE_LEVEL characters

- Fix berserk strength description (increases to-hit by +24, not +12)

- Fix typo "You hit by something!" when projecting a spell

- Remove pointless direction choice for the Mass Sleep spell (arcane realm)

- Fix stun amount for monster ice projections

- Apply sleep effect after damage to avoid monster from waking up instantly

- Make logs undiggable

- Fix description not mentioning the fail rate when describing an activation

- Hopefully fix "net write error" disconnections when generating a cavern level

with a large screen

- Prevent dungeon generator from chopping the corners of rooms off when

generating wide corridors

- Fix dungeon generator not placing any intersection doors when generating wide

corridors

- Remove "LIGHT" from the list of abilities when generating an item that can

have a random ability (Dungeon Master menu)

- Fix typo "You hit by something strange!" when hit by chaos effects

- Fix crash when casting Cold Brand with a Necromancer

- Objects with "LIGHT" modifier: hide light radius and refueling info if not

known, show light radius when worn, show light radius and refueling info when

identified

- Don't show pointless "worn" special inscription when looking at an unaware

identified ring or amulet

- Allow Sorcerors to cast Resistance on others

- Remove pointless direction choice for the Displace Other spell (psi realm)

- Fix Teleport Level for Shapechangers: add missing direction choice and stop

crashing when using the spell on monsters

- Update some spell descriptions for Shapechangers

- Fix an entertaining bug when casting Anime Dead/Raise Dead spells while

any player in line of sight (including the caster) was standing on a corpse

or a skeleton

- Fix mana balls/breaths power (value is 100, not 30)

- Don't let LIGHT_WEAK spells hurt players not vulnerable to light in PvP mode

- Don't let PSI_DRAIN/OLD_DRAIN/DRAIN spells hurt nonliving players in PvP mode

- Fix mass effect spells not working on players in PvP mode

- Fix crash when casting Alter Reality

- Make RAISE spells work much more often by using the same desired level for

raised monsters as for any summon

- Fix floor display (load/save screen and prompt for a key) when looking at a

pile of objects and pressing 'r' for details

- Fix crash when attacking someone with a "slay" weapon in PvP mode

- Don't allow players to steal artifacts from other players

- Properly describe stolen item if the thief is unaware of the stolen item's

flavor

- Display correct number of turns when describing food or activatable items

- Properly display store inventory when using pseudo-3D tiles

- Fix crash due to monster closest player index not properly updated when a

player leaves the game

- Make message_flush() really flush messages, so that last messages prior to

character death are recorded in the message subwindow

- Update subwindows when ignoring an item on the floor

- Make houses bought with a Deed of Property "free" (they sell for 0 gold) to

prevent cheezing by endlessly buying a house with a starter character then

immediately selling it and transferring the gold to another starter character

- Calculate torchlight radius when generating a new level so that players going

down from town during daylight don't find themselves in the dark for a turn

- Reveal the mimic instead of destroying the feature when using Trap/Door

Destruction or Stone to Mud on a Door mimic

- Remove pit floors properly after an earthquake or destruction effect

- Don't clear pit floors when deleting a feature mimic inside a pit

- Fix randart generation not taking into account slays/brands power

- Fix slay cache, allowing object power to be calculated properly

- Dungeon Master menu: fix summoning commands

- Prevent friendly monsters from picking up items on the floor

- Make true artifacts dropped in unauthorized places (house, wilderness...)

stay in inventory instead of vanishing forever

- Fix failing to use a magic device not taking a turn

- Properly set the timout on activatable items after item request (identify,

recharging...)

- Fix wrong message when a monster fails to summon due to a player using the

Suppress Summoning spell

- Fix monsters with more energy than the closest player regenerating twice

- Fix monsters regenerating way too often

- Break long messages (over 80 characters) into multiple pieces so that they are

not truncated in the message history log

- Fix Black Rings of Power having no weight



Coding changes

--------------



Angband 4.0.x:



- Complete code restructure: for a full list of changes, check changes.txt from

any of the Angband 4.0.x releases, or



PWMAngband:



- Refactor archer spells

- Refactor options, factorize duplicate code

- Renumber terrain features to match Angband more closely

- Move maximum number of objects per level to a hardcoded constant, limiting it

to 13068

- Move ghost abilities and mimic spells to class.txt

- Move "near" messages to class.txt

- Factorize MvP and MvM code

- Reorder packets by type, reorganize netclient and netserver files

- Don't save third-person player history in the savefile, generate it when

asking for player description instead

- Don't save object descriptions in the savefile (obsolete)

- Make quit() call exit_game_panic() to save players and server state in case

of a forced quit



Documentation

-------------



Angband 4.0.x:



- Update help files

- Complete lib directory re-org

- Add modifying.txt help file



PWMAngband:



- Add lib/readme.txt from Angband

- Update some URLs in manual.txt



Compilation

-----------



- PYTHON upgraded to 32-bit version 2.7.11

- Removed dependencies to DOCUTILS and SETUPTOOLS by installing rst2pdf

directly from Python (using pip)

- LIBPNG upgraded to version 1.6.20

- FREETYPE upgraded to version 2.6.2

- NOTEYE upgraded to version 8.3 Oh and here's the changelist...User interface--------------Angband 4.0.x:- Add debug command to perform effects (Dungeon Master menu)- Add timed flags display to character flag screen- Add message if a summon fails- Recolour permanent walls- Separate quiver list- Give the elven rings unique object names- Add ego-item ignoring menu- Remove cfg_small_range option- Make player life history editable (accessible in PWMAngband from the 'C' menu)- Make object selection use a real menu- New effect descriptions- New icon (Mr Att) for executable file- New town layout (in PWMAngband, this is only used to generate the staticironman town at 750ft -- base town at 0ft remains the same)- Add quiver viewing command ('|' key)- New splashscreen- Update Nomad's graphics- Add trap knowledge screen- Add descriptions for terrain- Add a sound for objects being dropped from or carried to the quiver- Divide object list into seen and aware- New monster spell messages from Elsairon- Put subwindow options in a separate file so they work for all characters- Order quiver ammo from worst to best- Make resting and statusline display for deep descent work like for recall- Shorten inventory prompt, put overweight info in 'C' screen- Split launcher and DSM types for ignoring purposesPWMAngband:- Display minimap like Angband- Remove font-xxx.prf, setting the same default color for inventory displayfor all players (configurable server-side in object_base.txt)- Make town building walls (stores + houses) regular permanent walls- Move MAngband permanent walls (suburb houses + arenas) to their own terrainfeature, leave house walls brown, make arena walls red- Display a red "-" instead of a green "+" for negative modifiers on thecharacter sheet- Split fixed pval/modifier commands for item generation (Dungeon Master menu)- Add new fixed flavor ("Black Ring") for randart Rings of Power- Add a Summon Pet command to the Dungeon Master menu- Add an entry for the "unknown item" and "unknown treasure" tiles for alltilesets- Slightly alter town layout, reduce feature array size from 12x6 to 11x6- Tell Shapechangers they cannot gain spells instead of browsing unexistingbooks- Make spell list subwindow display spells for Shapechangers and player ghosts- Remove check against maximum window size during setup mode to eliminatedependency with dungeon dimensions, use server-side check instead- Display "You see (top item) on a pile." instead of actually listing allobjects when moving on a square that contains a pile of objects- Remove the '%' command (Interact with keymaps): the menu can be accessed bypressing '=' (Interact with options) and then 'k' (Edit keymaps)- Remove vault generation by index (Dungeon Master menu)- Roguelike keyset: move "Display connected players" command from '|' to CTRL-V- Display trap description when looking at a trap and pressing 'r'- Display terrain description when looking at a feature and pressing 'r'- Replace "Save keymaps and options" by "Save options to pref file" and onlysave options + window settings (keymaps can already be saved from the"Interact with keymaps" submenu)- Never show empty equipment/inventory/quiver/floor list- Merge some new effect descriptions from Angband, update activation and spelldescriptions accordingly- Display number of player/active turns elapsed in real game turns (withoutdividing them by the FPS parameter)- Display number of game/player/active turns immediately after entering the game- Dungeon Master menu: add command to generate true artifacts for debug purposes- While running, only update object/monster lists when panel changes- Generate houses as lit roomsGameplay changes----------------Angband 4.0.x:- Remove fired status- Describe object plusses and modifiers regardless of the player, usingidentification flags from the object exclusively- Remove class choices, make them all available for each race- Make dropping ignored items use energy- Allow barehanded combat to get multiple blows (important note: this doesn'taffect monks in PWMAngband which still get 1 + character level / 10 blowsper round)- Triple the number of room templates, add another 200 (for a total of 500)- Add stair-skip constant, making stairs go up or down that number of levels- Make Potions of Resist Poison also cure poison- Disturb on first getting the object feeling- Improve pickup of partial stacksPWMAngband:- Allow wands of polymorph to work on self- Implement the BERSERKER activation like Angband- Implement the healing spells like Angband (in PWMAngband, they will only cureblindness and confusion if projectable)- Change duration of slowing effect to 15+1d25 turns (Angband value)- Allow General Store to buy food from crops- Make digging time for all trees equal- Make wilderness level generation a "one-time" process: generate objects andmonsters once (for the first player that enters the level), then onlygenerate the layout ("deserted" level)- Tweak some of the PWMAngband artifacts and add more to ensure that everyobject kind has a corresponding non-cursed non-aggravating artifact- Make Shapechangers polymorphing into a monster susceptible to fire/coldactually vulnerable to fire/cold- Increment quiver size from five to eight slots- Give the Dungeon Master (or all players in debug mode) all books at birthinstead of only deep books- Give Wands of Stinking Cloud radius 3 like Angband- Improve the Wonder effect in PvP mode- Let KILL_WALL spells hurt players vulnerable to rock remover in PvP mode- Let DISP_EVIL/DISP_UNDEAD spells hurt evil/undead players in PvP mode- Allow pets/slaves to attack a player instead of a monster if that player isthe closest target- Make DEATH spells work on players in PvP mode- Don't crush objects when an artifact cannot be dropped, drop the artifactelsewhere on the level instead- Allow piles of objects (use default Angband value of 23 objects per dungeongrid)- Drop gold after all carried items when the character dies, remove the 32000gold coin cap- Preserve mana (for spells) and consumables in some cases where an effectcannot be triggered on a specific level (usually on static levels)- Deal with ignored stuff (dropping all ignored items) only on random levels(to avoid littering town, wilderness and static levels)- Don't halve extra blows given by equipped items when a monk is encumbered- Halve the barehanded damage bonus from ghost melee attacks so that it doesn'tget too good compared to the barehanded damage monks/dragons get since nowghosts also get multiple attacks per round- Make all monsters find a safe place when fleeing (it was limited to smartmonsters before)- Forbid summoning in arenas- Apply off-weapon brands and slays (from items or monster form) to allbarehanded attacks (special monk/dragon attacks + basic barehanded attacks)- Slightly alter energy system: give frame_energy to players and monsters everyframe (every 1/FPS second); allow them to act once move_energy has beenaccumulated; use up move_energy when they act, leaving (energy - move_energy)for the next turn; make monsters with more energy than their closest playeract first, so that slower monsters never get double moves against players(change from the Angband 2.9 era that was never ported to MAngband)- Apply elemental damage (which damages inventory) before physical damage whendealing with monster elemental melee attacks- Allow browse/study/cast from a book on the floor- New server option: turn-based mode (makes the server turn-based if there isonly one player connected)- Make "Stay still" command use energy (via ',' or '5')- New server option: limited telepathy (makes telepathy limited to a radius of"max_sight" like Angband)- Stop restricting monster/player visibility (line of sight or telepathy) to thecurrent panel- Limit to-dam on artifact missiles (to make ego missiles still valuable)- Make Resilience a one-time effect setting monster lifespan to maximum value- Check for monster respawn every 10 turns (Angband rate)- Let fainting and starving effects occur in town areas- Make anti-summon field "imperfect" (range 8-11 field with 65-95% chance ofdisrupting any summon attempts)- Don't record a real "death" when a player uses the Undead Form or Death spells- Prevent ghosts from casting Undead Form or Death spells- Give monsters a chance to retaliate if attacked by controlled monsters- Don't make controlled monsters always visible- Give controlled monsters a (small) chance to break free from their master'scontrol when out of awareness range- Don't allow TELE_TO effect to teleport something outside a vault next tosomething inside a vault (it will still work if both caster and target areinside the same vault)Bugs fixed----------Angband 4.0.x:- Fix message pain for meteor swarm hitting multiple similar monsters- Fix shatter moving player (skip remaining blows)- Make Study indicator active for spellbooks on the groundPWMAngband:- Properly tag all water tiles as "icky" when building moats- Consider all features as "memorized" for DM_SEE_LEVEL characters- Fix berserk strength description (increases to-hit by +24, not +12)- Fix typo "You hit by something!" when projecting a spell- Remove pointless direction choice for the Mass Sleep spell (arcane realm)- Fix stun amount for monster ice projections- Apply sleep effect after damage to avoid monster from waking up instantly- Make logs undiggable- Fix description not mentioning the fail rate when describing an activation- Hopefully fix "net write error" disconnections when generating a cavern levelwith a large screen- Prevent dungeon generator from chopping the corners of rooms off whengenerating wide corridors- Fix dungeon generator not placing any intersection doors when generating widecorridors- Remove "LIGHT" from the list of abilities when generating an item that canhave a random ability (Dungeon Master menu)- Fix typo "You hit by something strange!" when hit by chaos effects- Fix crash when casting Cold Brand with a Necromancer- Objects with "LIGHT" modifier: hide light radius and refueling info if notknown, show light radius when worn, show light radius and refueling info whenidentified- Don't show pointless "worn" special inscription when looking at an unawareidentified ring or amulet- Allow Sorcerors to cast Resistance on others- Remove pointless direction choice for the Displace Other spell (psi realm)- Fix Teleport Level for Shapechangers: add missing direction choice and stopcrashing when using the spell on monsters- Update some spell descriptions for Shapechangers- Fix an entertaining bug when casting Anime Dead/Raise Dead spells whileany player in line of sight (including the caster) was standing on a corpseor a skeleton- Fix mana balls/breaths power (value is 100, not 30)- Don't let LIGHT_WEAK spells hurt players not vulnerable to light in PvP mode- Don't let PSI_DRAIN/OLD_DRAIN/DRAIN spells hurt nonliving players in PvP mode- Fix mass effect spells not working on players in PvP mode- Fix crash when casting Alter Reality- Make RAISE spells work much more often by using the same desired level forraised monsters as for any summon- Fix floor display (load/save screen and prompt for a key) when looking at apile of objects and pressing 'r' for details- Fix crash when attacking someone with a "slay" weapon in PvP mode- Don't allow players to steal artifacts from other players- Properly describe stolen item if the thief is unaware of the stolen item'sflavor- Display correct number of turns when describing food or activatable items- Properly display store inventory when using pseudo-3D tiles- Fix crash due to monster closest player index not properly updated when aplayer leaves the game- Make message_flush() really flush messages, so that last messages prior tocharacter death are recorded in the message subwindow- Update subwindows when ignoring an item on the floor- Make houses bought with a Deed of Property "free" (they sell for 0 gold) toprevent cheezing by endlessly buying a house with a starter character thenimmediately selling it and transferring the gold to another starter character- Calculate torchlight radius when generating a new level so that players goingdown from town during daylight don't find themselves in the dark for a turn- Reveal the mimic instead of destroying the feature when using Trap/DoorDestruction or Stone to Mud on a Door mimic- Remove pit floors properly after an earthquake or destruction effect- Don't clear pit floors when deleting a feature mimic inside a pit- Fix randart generation not taking into account slays/brands power- Fix slay cache, allowing object power to be calculated properly- Dungeon Master menu: fix summoning commands- Prevent friendly monsters from picking up items on the floor- Make true artifacts dropped in unauthorized places (house, wilderness...)stay in inventory instead of vanishing forever- Fix failing to use a magic device not taking a turn- Properly set the timout on activatable items after item request (identify,recharging...)- Fix wrong message when a monster fails to summon due to a player using theSuppress Summoning spell- Fix monsters with more energy than the closest player regenerating twice- Fix monsters regenerating way too often- Break long messages (over 80 characters) into multiple pieces so that they arenot truncated in the message history log- Fix Black Rings of Power having no weightCoding changes--------------Angband 4.0.x:- Complete code restructure: for a full list of changes, check changes.txt fromany of the Angband 4.0.x releases, or http://rephial.org/release/4.0.0 PWMAngband:- Refactor archer spells- Refactor options, factorize duplicate code- Renumber terrain features to match Angband more closely- Move maximum number of objects per level to a hardcoded constant, limiting itto 13068- Move ghost abilities and mimic spells to class.txt- Move "near" messages to class.txt- Factorize MvP and MvM code- Reorder packets by type, reorganize netclient and netserver files- Don't save third-person player history in the savefile, generate it whenasking for player description instead- Don't save object descriptions in the savefile (obsolete)- Make quit() call exit_game_panic() to save players and server state in caseof a forced quitDocumentation-------------Angband 4.0.x:- Update help files- Complete lib directory re-org- Add modifying.txt help filePWMAngband:- Add lib/readme.txt from Angband- Update some URLs in manual.txtCompilation------------ PYTHON upgraded to 32-bit version 2.7.11- Removed dependencies to DOCUTILS and SETUPTOOLS by installing rst2pdfdirectly from Python (using pip)- LIBPNG upgraded to version 1.6.20- FREETYPE upgraded to version 2.6.2- NOTEYE upgraded to version 8.3

PWMAngband variant maintainer - check __________________PWMAngband variant maintainer - check http://powerwyrm.monsite-orange.fr (or http://www.mangband.org/forum/viewforum.php?f=9 ) to learn more about this new variant!