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- This is a document file listing the changes in Zangband (compared to
- the standard Angband 2.8.1.) No long explanations, just a list. See
- code for details. In reversed chronological order (more or less):
-
- ZAngband 2.4.0
- -Added a command ('|' on the options screen) to save the current
- options to "pref-opt.prf".
- -Added some more draconian histories.
- -Made monsters behave more intelligently when casting spells at
- other monsters.
- -Added a lovecraftian pit.
- -The dungeon-coordinates are now displayed when targetting in wizard
- mode.
- -Added more appropriate lines for certain uniques.
- -Throwing potions at a monster will now identify potions with obvious
- effects.
- -You can no longer target friendly monsters by accident.
- -You can now throw wielded items.
- -Added Chris Weisinger's new vaults.
- -The Nazguls can now only be killed by the player.
- -Things inscribed with '=g' will be automatically picked up.
- -You can choose a random number of random quests when generating
- your character.
- -Added point-bases stat allocation at birth (adapted from standard
- Angband).
- -Added a feature to allow your game to be automatically logged. You
- may append notes to the log file by pressing ':'.
- -Added new monsters, observed melee attacks and graphics to be used
- when the player is hallucinating.
- -The terrain_streams option now does something. It toggles the use
- of (lava)rivers, (lava)lakes, and trees on level 1.
- -Added some monster AI optimizations from standard Angband.
- -Tweaked spell-casting AI to reduce the chance of smart monsters
- healing and teleporting.
- -Pets should no longer cast ball spells or breathe at monsters if the
- player is likely to get caught in the ball/breath.
- -Changed the pref files so monsters that look like terrain, also get
- changed when graphical characters are used.
- -Tweaked the line-of-sight code.
- -Monk extra attacks have been smoothed out.
- -Changed the monster/monster and monster/player spell damages to be
- more like the Oangband values.
- -Added 'steel bolts' to make crossbows more useful.
- -Rescaled bolt damages so that crossbows work as intended. They do
- less damage over time - but more per shot than bows.
- -Removed the influence of virtues on the player's summoning spells.
- -Improved mindcrafter attack + bow ability a bit.
- -AC-bonus for monsters on trees (ignored by rangers).
- -AC-penality for monsters in deep water.
- -Ammo of backbiting really bites back now.
- -Missile launchers of Velocity and Accuracy sometimes "supercharge".
- -Sheaf arrows are less common now.
- -Statues do more damage when thrown.
- -Reduced the multiplier for the throwing mutation. It was way too
- powerful when combined with some items.
- -Fixed a bug in the layout of the 'Old Castle' quest.
- -Monster escorts will never be of the opposite alignment.
- -Prevented pits from containing opposite-alignment monsters.
- -Restored the wizard-mode damage message.
- -Fixed a nasty crash bug when looking at quest entrances.
- -The weapon master should now show the correct minimum damage.
- -Fixed a bug in the calculation of the combat skills.
- -Toned down the artifacts with the highest damage dice by approx 30%.
- -Rescaled monk attacks a bit.
- -Fixed a bug that caused the aggravate monster effect to skip one
- monster.
- -Fixed a bug when using a scroll of mundanity on an item on the floor.
- -Fixed problems with partial knowledge of stats with identifying ego
- items.
- -Fixed a bug that allowed the player to attack monsters in a wall
- without using any energy.
- -Fixed the problem of wielding items on the ground - and them not
- activating.
- -Fixed some wrong flags when generating random artifacts.
- -Adjusted the odds for the 'spin the wheel' game of the casino.
- -Fixed a bug that prevented the generation of trapdoors.
- -Fixed "recall into rubble" bug.
- -Fixed artifact activation and mutation activation of WOR whilst in
- ironman_downward mode.
- -Fixed a bug that messed up objects on the floor when rerolling them
- in debug mode.
- -Increased number of affectable squares to 1024 per projection.
- -Fixed the problems with too much or too little speed (patch by
- Mitsuhiro Itakura).
- -Fixed some problems with the 8x8 tiles.
- -Fixed several bugs in dungeon generation routines.
- -Fixed some problems with the monster fleeing code.
- -Updated the FAQ and the documentation.
- -Fixed graphics and added transparency in the X11 port.
- -Changed the X11 / xaw versions to use semi-graphical characters in
- ascii mode.
- -Closing the Win32 version with minimized main-window no longer
- causes problems.
- -Added gamma correction for X11 and Windows.
- -Added some small enhancements and fixes to the Mac code.
- -Added makefiles for the Cygwin, LCC-32 and Borland command line
- compilers.
-
-
- ZAngband 2.3.5:
- -Cleaned up monster fighting messages.
- -Quest entrances show now the name of the quest.
- -Added player alignment based on pet alignment and virtues; this
- determines the alignment of monsters the player can summon.
- -Monsters may no longer summon their enemies.
- -Added an "autodestroy worthless objects" option.
- -Lowered the pet upkeep slightly.
- -Made pets able to locate the player from a greater distance.
- -Restored the mana of all classes to pre-2.3.4 levels.
- -Made 'trump cyberdemon' less difficult to cast successfully.
- -Added an invisible wall for nightmare mode.
- -Disintegration balls are now stopped by permanent walls.
- -Corrected a bug which prevented monsters from casting non-bolt
- spells at monsters when a friend is between.
- -Shattered weapons are now 1d1 instead of 0d0. This fixes the 'division
- by zero' error when getting a critical hit with such a weapon.
- -The EMPTY_MIND flag of monsters is now remembered by the player when
- an attack shows that the monster is immune to psi-powers.
- -Exploding monsters no longer hurt the player twice when exploding.
- -Fixed a bug that could crash the game when generating fractal caves.
- -Fixed a typo when a ring disappears in shallow water.
- -Removed the CAN_SWIM flag from mushrooms, molds, and most jellies.
- -Fixed a bug with the 'NOT' operator of the *.prf files parser.
- -Added a new main-x11.c file by Uwe Siems. The improvements include
- better graphic-scaling on systems with HiColor/TrueColor mode
- (can be switched off with -s).
- -Added a new main-mac-carbon.c file by Ron Anderson. It supports PPC,
- CarbonPPC, and 68k and implements the 16x16 tiles.
-
- ZAngband 2.3.4c:
- -Fixed a bug that could crash the game when lighting/darkening the
- dungeon.
- -The mindcrafter 'domination' spell no longer affects quest monsters.
- -Fixed a bug that caused 'time' melee attacks to also cause the effects
- of vampiric attack.
- -Fixed a bug that caused the arcane spell "Elemental Ball" to always
- produce an acid ball.
- -Fixed a bug that caused an "invalid command beep" when changing the
- autosave-frequency.
- -Fixed a bug that gave imps a much too high saving-throw vs. nightmares.
- -Fixed a minor bug in the character-dump routine.
- -Fixed a problem which prevented 'good luck' and 'bad luck' from
- appearing in the mutations list.
-
- ZAngband 2.3.4:
- -Extended the online helpful system significantly (also added The
- Angband Newbie Guide by Chris Weisiger and amended it somewhat for
- Zangband).
- -Resting at the Inn now restores hit-points and mana.
- -Added some new monsters and amended others.
- -Replaced the 'Resist Time' and 'Sustain Stats' mutations with two new
- ones.
- -Upgraded the TY_CURSE and nightmare mode somewhat.
- -Enhanced compatibility with lcc-win32 compiler.
- -New wizard command to delete all monsters on the current level.
- -Illumination now works on all open areas and not just rooms.
- -Increased the ratings of the 'miniature cell' and 'interlock' vaults.
- -Reduced all monster hit-points and armor class in preparation for
- the change to Oangband-style combat.
- -Implemented Oangband-style combat with the following changes:
- - Instead of [blows*(xdy+z)+extradamage], the new formula is
- [blows*xdy*fractional_deadliness]. fractional_deadliness is a
- function of z+extradamage.
- - The number of blows due to str/dex has been decreased. Also the
- maximum number of normal blows for each class has been decreased.
- - The number of extra blows from ego items and random artifacts has
- been decreased for larger weapons. However, the formula is such
- that the larger weapons will still do more damage than the smaller,
- lighter ones.
- - Downgraded some artifacts and normal weapons.
- - Most players will be able to get 2 blows from the start.
- - Wielding a weapon that is too heavy will mean that a player can
- only get 1 blow.
- - The information on the info-screen (shift-C) has been changed to
- reflect changes in damage calculations. Weapon evaluation at the
- weaponsmith has been similarly changed.
- - Rangers get 1 extra shot at plev 20 and 40 (total of 2) for bows.
- They also get an extra shot at plev 20 for crossbows.
- - Rogues get 1 extra shot at plev 20 and 40 (total of 2) for slings.
- - Warriors get 1 extra shot at plev 40 for all launcher types.
- - Normal classes now get 2* 1d1 for unarmed combat (punches) (Except
- for monks who still start with 1 attack).
- - Monks do less damage than before (scaled down by 25-30%) per attack
- to compensate for the lower monster hp but retain their original
- bonus extra attack structure to max out at 8 attacks.
- - Shield bashes have made a return, bashing does some damage and may
- stun and confuse your opponent.
- - New critical hit structure and messages.
- - Damage multipliers for slays and brands amended. Slay Evil and Slay
- Animal do x1.7, Kill Dragon x3 and all others x2.
- - Added the 'THROW' flag to various objects and artifacts. These
- items will do more damage when thrown.
- - Strength no longer affects your combat skill (was to_hit).
- -Further amendments and refinements to the dungeon generation code
- including (by Steven Fuerst):
- - Rooms of all types can be packed closer together.
- - 5 new room types added.
- - 2 new corridor types (the pillared tunnel is optional).
- - 8 Random vault types added.
- - Added Caverns and water/lava lakes.
- - Rivers and trees are placed more realistically.
- - Vaults in v_info.txt can now be included in the dungeon but rotated
- and reflected.
- -Increased the damage from wands of rockets and annihilation.
- -You will no longer receive rewards for killing non-unique monsters.
- -Added a small tribute to Lev Zakrevski.
- -Trees will now only block LOS half the time.
- -Increased the maximum number of pits to 2 per level.
- -Changed the compiler optimization flags for the DOS version to work-
- around a bug in DJGPP that could cause Zangband to hang when
- compacting items.
- -Artifacts now have a higher activation failure rate when cursed.
- -Added some new vaults by Eric Bock and tweaked a couple of others.
- -Minor changes to certain quests and their rewards.
- -Added a "status bar" that displays certain timed effects under the
- stats. Timed effects previously already displayed like poison, wounds
- and stunning remain as they were.
- -Made artifacts 'tweakable' and their activations can now be modified.
- [Note: include details of how to do this?]
- -Players may now walk the pattern incorrectly but should be cautious
- doing so.
- -Lice can no longer fly and are no longer denoted by the 'l' character.
- -'Enlightement' will now detect all walls and monsters.
- -Rings of Extra Attacks will now normally be +1 and occasionally +2.
- They are also rarer.
- -Removed some items from silly.txt and rumors.txt and added some new
- entries.
- -Adjusted missile launcher damage multipliers and the energy required
- to fire them.
- -Pebbles and shots have been upgraded. Rarity, damage and weight for
- various missile types have been adjusted.
- -The scoring function now considers various things such as options
- chosen at birth, etc. (Modified from GSNBand).
- -The 'M'ap now scales to the level size.
- -The auto-roller delay is now optional.
- -Allowed random artifact rings and amulets - these are very rare. Note
- that Scrolls of Artifact Creation will not work on non-artifact rings
- and amulets.
- -Enhanced pack monster AI.
- -Level feelings will now be generated based on the length of time you
- have spent on the current level rather than the previous level.
- -Monster memory, unique lists, spoilers, and kill counts are now sorted
- by monster level regardless of the monsters' index in r_info.txt.
- -Easy-open doors works now normally for Spectres.
- -Life rating is no longer shown at character generation.
- -Reworked the 'C'haracter information screen to remove duplicate
- information and reformatted character dumps to prevent line wrapping.
- -Fixed the excessive disturbing messages produced by monsters fighting
- each other.
- -Fixed some problems with makefile.std and amended pref-emx.prf.
- -Fixed a problem with makefile.ibm.
- -Fixed a problem with pet summoners.
- -Fixed a bug with critical shots.
- -Fixed a bug that caused thrown/fired objects to look strange with
- graphics turned on.
- -Fixed a bug that could mess up character dumps when the player had
- drained stats.
- -Fixed a bug that caused thrown/fired objects to look strange with
- graphics switched on.
- -Fixed some problems with the 'easy patch' option.
- -Fixed a bug that prevented Sprites from getting food at the inn.
- -Fixed the buffer overrun if players became too fast.
- -Fixed a bug that caused some monsters to cast "cause fear" too often.
- -Fixed the sources of most of the compiler warnings with gcc.
- -Wands and staves will now stack properly when emptied.
- -Made some changes to enhance compatibility with Mac compilers.
- -Some changes to makefile.lsl and main-lsl and began work on getting
- the graphics to work including adding graf-lsl.prf (only vanilla
- monsters at present).
- -Added a main-mac.new for testing. It adds support for 16x16 tiles with
- transparency, and asynchronous sound effects by Ron Anderson
- <randerso@cais.com> (untested).
-
- ZAngband 2.3.3:
- -Added magical figurines, statues, and corpses (corpses are turned off
- since they can't be resurrected yet).
- -Added a new scroll 'of mundanity'.
- -New weapon type - the 'Diamond Edge' sword which has the vorpal flag.
- -Chests now use the '&' symbol and have more varied colors.
- -Decreased the levels of certain rods.
- -Lucerne Hammers are now 'polearms'. Turmil is now a 'blessed' blade.
- -Players should now be cautious when throwing certain potions!
- -Tweaked the naming of random artifacts.
- -Changed various monsters to allow them to speak and added relevant
- entries to monspeak.txt.
- -Farmor Maggot will now drop an excellent item.
- -White Icky Things and Kobolds made slightly tougher. Also increased
- their xp and depth.
- -Rat-things no longer bite to confuse.
- -Shoggoths are now eldritch horrors. Elder Things are not.
- -Ents and Hrus weakened. They are now both male.
- -Added several monsters.
- -Descriptions of certain monsters edited and numerous other tweaks made
- to various monsters.
- -Monsters with KILL_BODY will now perform an attack on other monsters
- blocking their path rather than insta-killing them.
- -Added 8x8 graphics tiles for the new monsters and items.
- -You can now teleport into forested areas. This will prevent getting
- trapped in the wilderness.
- -Various changes to the Mindcrafter:
- - Dimension Door is back. At level 40.
- - Psychometry becomes Identify at level 25, not 40.
- - PSI damage only affects opponents that can see you (affects
- neural blast, mind wave, as well as a Trump spell, a mutation
- and a racial power).
- - Psychic Drain is always a radius-0 ball, not bigger.
- - Adrenalin Channeling only heals when the player isn't already
- 'heroed' ('herofied'? 'heroficated'?) and hasted.
- - Precognition also gives Detect Doors at level 5.
- -Fixed a bug preventing the loading of 2.2.7 save files.
- -Fixed a bug with the {cursed} inscription.
- -Fixed a bug preventing Ravens and Crows from appearing.
- -Fixed the maximize mode -> nightmare mode bug.
- -Fixed a bug with tunneling.
- -Another attempt at fixing the 'more-than-seven-unnamed-Nazguls' bug.
- -Fixed a bug which could cause crashes when *id-ing* an object.
- -Fixed a bug that prevented monsters from casting spells correctly.
- -Fixed a bug in the wand/rod selling code.
- -Fixed a bug with '.' and ',' in the roguelike keyset.
- -Fixed an over-correction in the 'distance' function.
- -Fixed a bug that allowed *huge* vaults to be placed partially outside
- of the level causing crashes or strange bugs.
- -Fixed a bug with the 'u' command that allowed you to perform certain
- actions when blinded or confused.
- -Numerous spelling and grammar changes in, and additions to, various
- flavor messages.
- -Added multiple message tracking (ie. 'You tunnel into the granite wall
- <30x>').
- -Added main-lsl.c from Angband 2.7.9v6. This is untested.
- -Added code to support monster invulnerability and vampirism.
- -Removed the 'Unbiased RNG' option.
- -Separated chaos and confusion resistance and added RES_CONF to several
- artifacts and other objects.
- -Changed the colors on some traps and added a new trap.
- -Split the dungeon generation code into smaller files (generate.c, grid.c,
- rooms.c and streams.c).
- -Removed the requirement that destroyed levels be 'boring'.
- -Added enhanced support for hyperlinks in the help files. Added
- readme.txt and helpinfo.txt to the /lib/help directory.
- -Changed the help file command '?' to '<' to open the previous file. '?'
- will now open helpinfo.txt.
- -Made amendments to various quests by Shayne Steel and their rewards.
- -Disabled bones file production.
- -Updated the names of certain windows.
- -Made the autoroller a bit friendlier.
- -Added support for HTML help files to the Windows version.
- -Reduced the cost and level of the 'sterility' mutation.
- -Chaos Warriors can no longer get the 'You attract the attention of a
- chaos deity' mutation.
- -Added a health display to the pet knowledge, extended the pet commands
- and tweaked pet behavior somewhat.
- -Aggravation no longer annoys friendly monsters.
- -Some changes to prevent the player from avoiding some of the nastier
- effects of nightmare mode.
- -Tweaked 'star' spells to allow rays to be fired in all directions.
- -Added a missing entry to timefun.txt.
- -Made some changes to the wizard commands.
-
- ZAngband 2.3.2
- Internal development version.
-
- ZAngband 2.3.1:
- -Added Tom Morton's 'fake artifact names' patch. Inscribing "a Foo" with
- "#'Bar'" will display the item as "a Foo 'Bar'".
- -Due to popular demand, multiple rings are supported. Additional rings
- can be obtained upon reaching an appropriate level.
- -New ironman option: Nightmare mode. It isn't even remotely fair.
- -Fixed a bug that prevented pets from casting spells under the AI code.
- -Fixed a bug that made them cast spells at unreachable targets.
- -Introduced pref files for options (for new savefiles).
- -Made amulet, potion, ring mimics slightly more troublesome.
- -Added an option for monster memory in wizard mode.
- -Searching in help files is now case insensitive.
- -Charging items now have a darker colour in inventory.
- -Lifted many shopkeepers from CthAngband, no more five copies of
- the same 5k shopkeeper (unless the RNG is really after you).
- -Monster groups now appear "scattered".
- -Added conical breath attacks.
- -Changed the savefile version numbering somewhat, because of problems
- with the Linux version scheme and savefiles.
- -Kicked out a lot of old vanilla savefile code.
- -Changed the way game-created inscriptions work. They're seperate from
- player inscriptions now. No more problem with priests cursing and
- scrolls of remove curse that mess up your own inscriptions.
- -Fixed a bug in patterns in *greater* vaults that made it impossible
- to walk them.
- -Added new quests (and changed ones) by Shayne Steele.
- -Changed the rewards for two quests.
- -Toned down Jack of Shadows, changed the level of Hrus, Shudde M'Ell.
- Fixed some monster typos. Added new Revenant monster.
- -Fixed a bug that crashed the ^Q command now and then.
-
- ZAngband 2.3.0
- -Maximize mode, preserve mode, and the autoroller are now specified in
- the startup-options.
- -The number of spellpoints gained by casting 'Omnicide' is now resticted
- to twice your maximum spellpoints.
- -'Teleport level' scrolls and spells won't have any effect on quest-levels
- if the 'no upstairs' ironman mode is active.
- -Orc and Troll pits will no longer contain undead trolls or orcs.
- -The DOS version now uses BMP files instead of the patented GIF
- format.
- -Fixed a graphics glitch with beam spells and permanent walls.
- -Fixed an inaccessible area in one of the vaults.
- -Added Greg Wooledge's fix for a compilation problem on various Linux
- systems.
- -The "laser eye" mutation will now properly anger pets and friendly
- monsters.
- -Fixed a bug in the "research monster" building command.
- -The time-command now displays the turn number.
- -The level-teleport from the pattern is now restricted to downward in
- ironman mode, but allows to get down to the bottom of the dungeon if
- you already finished off the Serpent.
- -Lit arena levels no longer reveal the whole level and the objects.
- The following changes are mainly by Prfnoff and Eric Bock:
- -Added a new Ironman option to always generate "arena" levels.
- -Added a new startup option that controls terrain streamer generation.
- -Added two new "munchkin" startup options: one allows Mindcrafters to get
- Dimension Door, and another turns the death save off (in a way).
- Both prevent scoring and are displayed on character dumps.
- -Added a new Ironman option to always generate very unusual rooms.
- -Fiddled a little with the TY_CURSE code (to prevent paralyze/Cyberdemon
- as result of certain things).
- -Added Eric Bock's wizard allocation patch.
- -Adapted Eric Bock's player centering scroll patch.
- -The Windows version will now try to create missing directories. (Eric Bock)
-
- ZAngband 2.2.6c
- -*Really* fixed the bug that could cause crashs when finishing a random
- quest.
- -Several changes to the 'Old Castle' quest. Replaced the "unknown grids"
- with normal floor. Fixed a bug that placed Mother Hydra instead of
- Death Knights. The reward is now correctly placed in front of the inn.
- You will now fail the quest when leaving without completing it first.
- -Fixed a bug that caused beam spells to do double damage at the end of
- the beam.
- -The casino will throw you out if you don't have money.
- -Fixed a glitch in the description of the snotlings.
- -Splitted up the cave generation source code.
-
- ZAngband 2.2.6b
- -Fixed a bug that could cause crashs when finishing a random quest.
-
- ZAngband 2.2.6
- -Added a new quest and 3 new artifacts by Shayne Steele.
- -Added a new quest by John I'anson-Holton.
- -Added Mark Kvale's labyrinth rooms.
- -The Alter (+) command will close an open door, as the documentation
- says it does.
- -The monster memory will now record the lack of attacks of some monsters.
- -Fixed some small bugs in the documentation.
- -Fixed some bugs that prevented display of the correct message when
- failing some of the quests.
- -The quest stairs will no longer be placed on objects.
- -Disintegration spells will no longer affect grass and dirt and
- disintegrated trees will leave behind a patch of grass.
- -Cleaned up the handling of non-living monsters.
- -Monsters detected by magic are now correctly marked as seen in the
- monster memory.
- -Rewards for killing uniques are no longer depending on the "speaking
- uniques" option.
- -Fixed several small bugs in the monster definitions.
- -Fixed a bug that prevented the proper assignment of the Water Cave quest.
- -Fixed a bug in the distribution of charges for thrown wands and rods.
- -Fixed a bug that prevented Eldritch Horrors detected by telepathy or
- magic from blasting your sanity.
- -Secret doors the player reveals are sometimes locked or jammed.
- -Doubled the maximum number of objects and monsters per level.
- -The spell list now uses colors.
- -The savefile loading code now always shows the correct version number.
- -Fixed a compilation problem in the X11 module when compiling with graphics
- turned off.
- -Fixed a compilation problem on Solaris and SGI machines.
-
- ZAngband 2.2.5e
- -Recharging wands, staffs, and rods is now easier and more powerful.
- -Fixed a bug that could crash the game when recharging wands or staves
- with many charges.
- -Fixed a bug that created overcharged wands when purchasing wands from
- stores.
- -The black market will now often carry stacks of wands, rods, and staves.
- -Fixed a bug in trump magic's Mind Blast spell that could crash the game.
- -Fixed a bug in the pricing of the recharge services for staves.
- -The Windows version will now prevent saving and exiting the game while
- reading a scroll to stop certain abuses.
-
- ZAngband 2.2.5d
- -Spells that ask for a direction or an item to apply the spell to, can
- now be canceled without losing a turn or mana.
- -Fixed a bug in Z 2.2.5c that lowered the hitpoints of many monsters.
- -Fixed two small bugs in the vaults.
- -Blue horrors will now appear near the location of the killed Pink horror.
-
- ZAngband 2.2.5c
- -Fixed a bug that prevented locked doors from detection with spells.
- -Fixed a compilation problem in main-gcu.c for curses versions support
- for colors.
- -Fixed a bug that allowed stacked staves to be overcharged in the tower
- of sorcery.
- -Fixed some bugs in the new vaults.
- -Fixed a bug that messed up the order of quests in the town Telmora.
- -Fixed a bug that allowed Farmer Maggot's dogs to speak when dying and
- to be wanted for crimes.
- -Fixed a bug in the definition of the 16x16 tile for angels.
- -Compiled the DOS version with the up-to-date version of Allegro 3.11.
- This should improve compatibility with various sound- and graphic-cards.
- -The Windows version no longer requires the ZAngband.ini file to be
- present.
- -Added an experimental terminal window option to show a player-centered
- overhead view of the dungeon.
-
- ZAngband 2.2.5b
- -Quest monsters that have been teleported away by destruction spells
- will now be healed.
- -Fixed a bug that caused the game to hang when entering some of the shops.
- -Fixed a typo in "melee2.c" that influenced speaking uniques.
- -The buildings in the "lite" town are not correctly initialized.
- -Long rumors (more than 80 characters) will no longer cause error
- messages.
- -Bug in the price calculation of wands fixed.
- -Changed the windows resizing in the Windows version a bit.
-
- ZAngband 2.2.5
- -Added an option to unify the item commands like "zap a rod", "use a
- staff", "eat food", "aim a wand", ... into a "use object" command.
- -Bloodletters of Khorne drop Blades of Chaos less often.
- -Randomized the parameters for dungeon creation to produce more
- different dungeon layouts.
- -Character dumps will now include the inventories of all homes.
- -Empty slots in homes and the player inventory are no longer displayed
- in the character dumps and spaces are stripped from the line endings.
- -Added Eric Bock's unbiased RNG as an startup-option.
- -Added a modified version of Matt Graham's speaking uniques patch.
- The lines for every speaking unique are now user-defineable for the
- fearful, friendly and normal monsters and the death of the monster.
- -Added lines for Farmer Maggots dogs.
- -Farmer Maggot, Martti Ihrasaari, and Fundin Bluecloak are now friendly,
- but will fight back if attacked (or aggravated).
- -The Shadow Cloak of Luthien now provides light- and dark-resistance.
- -The confusion resistance granted by chaos resistance is now displayed.
- -Telekinetic powers no longer work on items in vaults.
- -Several small changes to the "City beneath the sea" quest.
- -Various quest related bugs have been fixed.
- -Changed the autoroller to the Angband 2.8.3 layout.
- -Pets will not try to shoot spells through the player.
- -Two bugs in the easy_pickup option fixed. The correct message will be
- displayed when picking up an object from a stack including money.
- Switching between inventory and equipment lists when selecting an
- object will now correctly update the display.
- -Fixed a bug that displayed the quest-completed message again
- when killing summoned monsters in an already completed fixed quest.
- -The descriptions for the lightning ball (radius 3) and the
- balance dragon scale mail activation are now correctly displayed.
- -Fixed a bug that caused the wilderness to be reinitialized when leaving
- a building even if not necessary.
- -Fixed a bug with the monster-tracking of some spells.
- -Fixed a typo and a wrong terrain feature in the "Logrus Master" quest.
- -Fixed a small error in the character history of vampires.
- -Fixed several bugs in the research monster building command.
- -Monster recall no longer shows the "You feel an intense desire to
- kill this monster." message if you have not met the creature yet.
- -Added Keldon Jones' new main-gcu files with support for multiple windows,
- color redefinition and special character support.
- Thanks to Topi Ylinen for the following changes:
- -Many monsters have been tweaked a bit (mainly rebalancing hitpoints).
- -Potions of Healing and *Healing* are now more common on the deeper levels.
- -Two new quests added.
- -New quest-failed texts for several quests.
- -The 8x8 tiles have been slightly edited and various errors in the tile
- definitions have been fixed.
- -The command to dump the "Knowledge menu" lists into a file (with 'f'
- or 'F') is available again.
- The following changes are taken from Leon Marick's OAngband:
- -Added the enhanced wand and rod stacking.
- -Confused monsters cannot steal items.
-
- ZAngband 2.2.4
- -Most fixed quests will now be marked as failed if you leave before
- completing your goal.
- -Changed the "Druid's Shop" quest to a "Logrus Master" quest.
- -Added 33 new vaults designed by Chris Weisiger.
- -Chests produce less gold and more items; all chest items are at least
- "good" (like in GWAngband).
- -Increased the randomness of long-range teleport effects to decrease the
- frequency of consecutive teleports "bouncing" the player between two or
- three different spots (also from GWAngband).
- -Golems have now a penality to dexterity (-2).
- -Mindcrafters no longer get the 'dimension door' power.
- -Toned down The Katana of Groo and Stormbringer.
- -Toned down the number of extra attacks on random artifacts.
- -The quests from the magic towers are now only available for members
- of the towers realm.
- -Added a note about the startup-options to the prompts at birth.
- -Fixed a bug that could crash the game when making strange offers while
- haggling.
- -Corrected the damage calculation for slays and brands in the weaponsmaster.
- -Fixed a bug in the Amberites 'shadow shifting' ability while in quests.
- -Fixed a bug that could turn monster hitpoints negative when draining
- charges from magical items.
- -Monsters attacked by other monsters will now always wake up.
- -Fixed a typo in the description of 'Cthugha, the Living Flame'.
- -Added a patch by Julian Lighton, that changes the way effects like
- Mind Wave interact with special critters like Pink Horrors and
- Warriors of the Dawn.
- -Changed the Windows port to support easier resizing of the windows
- and display of scores. Also removed the Abort menu item.
- -Added a modified 'main-x11.c' file by Denis Eropkin.
- -The wall creation spells like "Wall of Stone" no longer create a
- wall directly on the player.
- -Corrected the pluralization of some monsters.
- -Added an updated short building documentation and a new rumor file
- with many new and changed rumors (thanks to Juergen Neitzel).
- The total number of rumors is now 613.
-
- ZAngband 2.2.3d
- -Fixed a bug that caused food to become invisible after switching from
- the 8x8 tiles to ASCII mode.
- -Fixed a bug in the loading of magic realm specific pref-files.
- Macros and other preferences in files with the names "Life.prf",
- "Sorcery.prf", "Nature.prf", "Chaos.prf", "Death.prf", "Trump.prf",
- and "Arcane.prf" are now automatically loaded for magic users with
- these realms.
- -Fixed a small memory leak in the research monster option.
- -Fixed a bug in the chaos realm spell "Meteor swarm".
- -ZAngband will no longer try to place Sea-Trolls in troll pits.
- -Corrected hitpoints of lesser krakens and Yig, Father of Serpents.
- -Friendly monsters will no longer be wanted for crimes.
- -Undead players races will start the game at midnight.
-
- ZAngband 2.2.3c
- -Fixed a bug in the weaponsmaster that could cause the inventory to
- get corrupted.
- -Worked around a bug in the optimizer of the Windows MS VC compiler
- that caused all entries in the list of racial powers and mutations
- to be labeled with "a)".
- -Fixed a bug that allowed the player to gain full knowledge
- about all monsters.
- -Kamikaze yeeks and Leprechaun fanatics are now fearless.
- -Fixed a bug in the "polymorph self" routine that could cause
- crashes.
- -Restored the 'Hellfire' spell to it's former glory. Evil monsters
- take extra damage, all others normal damage.
- -Fixed a bug that allowed the player to fire anything with a bow
- that is too heavy to wield comfortably.
- -Fixed a bug that could place the player inside rubble after recalling
- down into the dungeon.
-
- ZAngband 2.2.3b
- -The algorithm for the selection of random quest monsters is now
- less likely to choose an easy monster, especially on the deeper levels.
- -Prevented savefile-scumming of the casino.
- -Fixed a bug that sometimes caused monsters in quests to share the same
- position with the player.
- -Fixed a bug that allowed up-stairs to be created in the 'no climbing up'
- mode on quest-levels.
- -Fixed the palette of the 16x16.bmp for the Windows version.
- -Fixed the 16x16 tiles for 'Wolf, Farmer Maggot's dog' and the
- 'insect swarm'.
- -Fixed a bug in the vanilla_town option that could cause the player
- to be trapped in permanent walls.
-
- ZAngband 2.2.3
- -Improved the initialization- and game-speed and reduced memory requirements.
- -Added a menu for startup options (press '=' at character generation to
- enter it).
- -Added a 'vanilla town' startup-option, that disables the wilderness,
- buildings and quests (but you can still use the random quests).
- -Added several 'ironman' startup-options, like 'all stores closed',
- 'no climbing upwards', 'always small levels', and 'always autoscum'.
- -Added a menu for 'pet commands' (press 'p' to access it). You can
- call them to you, send them out to kill monsters, dismiss them, and
- allow/dissallow opening of door and picking up items. Your pets will
- drop all picked up items when you disallow them to pick up anything.
- -Greatly lowered the fail-rates of the trump spells.
- -Trump summoning spells will now only summon hostile monsters if the
- spell fails.
- -Rangers start now with a short-bow, a dagger and some arrows instead
- of the broad-sword.
- -High-mages will now start with a wand of magic missile.
- -Changed the monster AI to allow monster groups to surround the player
- in arena levels and in the wilderness.
- -Completely changed the item enchantment and recharge services of
- the buildings and adjusted the prices.
- -You can now also enchant bolts and shots in the Rangers guild.
- -Changed the Weaponsmaster to display the weapon-damage including the
- players bonus to damage.
- -Random quest monsters may now appear in groups or with escorts.
- -Changed the creation of trees in the dungeon to a more reasonable layout.
- -Added a new room type with four pillars.
- -Lowered the odds of ammunition breaking when thrown/fired.
- -Changed the display of racial powers and mutations to show fail rates.
- -Adjusted the 'shriek' mutation.
- -Changed the 'Hellfire' spell. Now it hurts Good, Evil resist,
- and others take normal damage.
- -Fixed a bug in the mindcrafter 'psychometry' spell that could cause crashes.
- -Fixed a bug in the rumors code that produced *strange* rumors.
- -You no longer receive "The sun has risen/fallen" messages when in a quest.
- -The 'Living Trump' spell now correctly gives 'random teleportation'
- or the 'teleport control' ability.
- -Golems, skeletons, zombies, vampires and spectres no longer get food
- rations at character birth. Vampires no longer get scrolls of light.
- -Fixed a bug that messed up quest-descriptions with single quotes
- in the text.
- -The 'banish evil' mutation no longer affects quest monsters or uniques.
- -'Swordsman' will now be correctly pluralized.
- -The 'Eric's Stronghold' quest in the 'lite' town is rewarded correctly.
- -A bug that caused *strange* problems when the sound of the DOS version
- was enabled was "fixed" by disabling MOD-file support.
- -Fixed a bug in the initialization of realm dependent buildings.
- -Added a bunch of new 16x16 tiles by Adam Bolt.
- -Updated the ZAngband FAQ and the documentation a bit.
- -The following bugfixes and patches are taken from Tim Baker's ZAngbandTk:
- -Added the 'easy floor' option. You can now select an item from a stack
- on the floor by browsing a list.
- -Fixed a bug that prevented the player from entering a new wilderness
- area if the target grid was lava or water.
- -The monster-health bar is now correctly updated.
- -The 'Cowardice' mutation is now correctly handled.
- -Animal pack monsters will now flee correctly if afraid.
- -Fixed a bug that could cause the mindcrafters spell-points to go
- below zero if a failed spell caused a mana-storm.
- -Friendly monsters and pets are now a bit more careful in the
- selection of targets for distance attacks.
- -Monsters falling asleep from an psi-attack are now correctly noted.
- -Escaping from an earthquake works now correctly.
- -Monsters that are embedded in rock after an earthquake are now killed.
- -Snaga sappers will now explode when killed.
-
- ZAngband 2.2.2d
- -Having mutations will now slow down hitpoint regeneration and reduce
- the hitpoints healed from draining monsters with a vampiric weapon.
- Beastman are affected less by this effect.
- -The door creation spell no longer creates a door directly on the player.
- -Added many new rumors by Juergen Neitzel.
- -Fixed the display of the life rating.
- -Fixed the wilderness mode prompt.
- -ZAngband now removes the '.lok' file when quiting at character
- generation on systems where VERIFY_SAVEFILE is defined.
- -Removed the space after Thorondor's name in r_info.txt.
- -Beholders are now worth less experience than the undead beholders.
- -Really fixed the bug in the 'Eric's Stronghold' quest.
- -Fixed the articles of the new armors.
- -The 'Assault on Montsalvat' quest is now only available to
- Paladins of Death.
- -Fixed two bugs in the monster polymorph code.
- -Changed the prompt when quitting (commiting suicide).
- -Changed the behaviour of the automatic trap disarming. Traps that
- can't affect you are now ignored.
- -Disintegration spells no longer affect water or lava.
- -Fixed a bug in the artifact activation code that prevented
- artifact dragon scale mails from activating correctly.
- -Scrolls of artifact creation no longer affect dragon scale mails.
- -Splitted up the source code into smaller files.
-
- ZAngband 2.2.2c
- -The chaos tower can now remove mutations.
- -Fixed a bug in the layout of the M$ quest.
- -Fixed a bug that made pack animal fearless.
- -Fixed a bug that could hang the game in mountain areas.
- -Fixed several spelling errors.
- -Fixed a bug that prevented already killed uniques from being revived
- for a quest.
- -Fixed a bug that allowed normal sized levels to be created when the
- 'always create small dungeon-levels' option is active.
- -Fixed a bug that caused monsters to cast spells at the player
- even if they can't hit the player with the spell.
- -Fixed several bugs in the M$ quest.
- -Fixed a bug in the 'Eric's Stronghold' quest.
- -Fixed a bug in the R'Lyeh quest.
- -Fixed a bug that allowed monsters that can 'destroy weaker monsters'
- to destroy quest monsters.
- -Fixed a bug that caused the extra attacks from mutations to sometimes
- "kill" an already dead monster.
- -Changed the vampiric mutation to act like the racial activation.
- -The mindcrafter 'psychometry' spell now can pseudo-id already sensed items.
- -Added Jesse Jones' updated main-mac.c file (used for the Mac versions)
- with improved handling of multiple monitors, arg_graphics is saved
- with the preferences, and a much more attractive alert window.
-
- ZAngband 2.2.2
- -Fixed a bug that could crash the game when entering any area
- around the town 'Angwil'.
- -Fixed the 'wilderness mode' prompt.
- -Allowed the dropping of items and running in forests.
- -Pressing ESCAPE at the prompt for your bet in the gambling
- house works now correctly.
- -Fixed a graphics glitch with beam spells and permanent walls.
- -'Word of recall' works now also outside of the towns.
- -Golems, Zombies, Vampires, ... no longer can get food in the inns.
- -You have now to pay for rumors in the inn.
- -Dworkin Barimen has now a chance to drop the Jewel of Judgement.
- -You can no longer kick aquatic monsters in the ankle.
- -Removed a duplicated 'You have completed your quest!' when
- summoning and killing a monster in an already completed quest.
- -Killing monsters with the explosion of a thrown potion gives now
- experience.
- -Fixed the 'You see (nothing).' message that can appear in an obscure
- constellation involving a skeleton quaffing a potion of detonation.
- -Set the default state of the first two terminal windows to
- 'Display messages' and 'Display inven/equip'.
- -Set the default state for the list and look commands to expanded mode.
- -'Trap Creation' only affects floor grids now.
- -Added 4 new quests designed by Topi Ylinen.
- -Added 5 new quests designed by Jeff Coleburn.
- -Changed some other quests slightly.
- -Added the Rod of Pesticide (fast charging, activates for a low damage
- poison cloud).
- -Changed the behavior of earthquake/destruction spells in quests.
- In random quests these spells try to teleport away quest monsters,
- before the area caves in, in predefined quests these spells do
- nothing.
- -Changed the (Mass-)Genocide spells to prevent them from working in
- predefined quests.
- -Fixed the pluralization of various monster names.
- -Bloodletters of Khorne may now drop magical blades of chaos.
- -Added a draft of the new ZAngband-FAQ.
- -Various other bugfixes.
-
- ZAngband 2.2.1
- -Changed the scores file back to the old pre-2.2.0 file-format, Score-files
- from version 2.2.0 won't work! The installation will overwrite the
- 'lib/apex/scores.raw' file by default, so if you want to keep your
- old scores file then make a backup before installing.
- -Added friendly monsters.
- -Added a 'no wilderness' mode for slower systems. The mode can be selected
- when starting a new character and when importing a 2.1.1c or older
- savefile. A special town with quests and buildings has been added for
- this mode.
- -Bloodletters of Khorne drop now a Blade of Chaos when killed.
- -Pink horrors split into two Blue Horrors when killed.
- -Allowed easy addition of new monsters to r_info.txt.
- -Various optimizations to improve game speed.
- -Added a cold aura to some monsters.
- -Added an option to switch on 'hard quests' on character birth and when
- importing old savefiles.
- -Fixed a bug in the 'Reset Recall' spell.
- -Fixed problems with the 'Vault' quest.
- -Added a home to the town Telmora.
- -Changed the 'look' command to ignore boring terrains.
- -Changed the damage when walking over shallow lava.
- -Fixed a bug that allowed creation of townspeople in the dungeon.
- -Changed the behaviour of the 'magic mapping' spell.
- -Fixed a bug that allowed monsters to ignore 'glyphs of warding' and
- 'exploding runes'.
- -Fixed bugs in the 'absorb light' mutation.
- -Fixed a bug that sometimes prevented the creation of 'connected stairs'
- and caused lookups when killing the last quest-monster.
- -Fixed a bug that hangs the game when displaying the contents of your
- houses after quitting or dying.
- -Various changes in the monster definitions.
- -Fixed the k_info.txt entry of the Trifurcate Spear.
- -Removed some disturbing messages.
- -'Detect treasure' no longer detects monsters represented with an '*'.
- -Prevented the use of 'Alter Reality' in quests.
- -Changed the description of ~ in the 'identify symbol' command.
- -Changed some of the 8x8 tiles.
- -Hagen has now a high chance to drop his spear.
- -Fixed the 'cursed items as quest rewards' bug.
-
- ZAngband 2.2.0
- -Added 279 new monsters and the corresponding 8x8 sized tiles designed and
- drawed by Topi Ylinen.
- -Added 46 new items (weapons, armor, and ammo) designed by John Duffin and
- Leigh Silas Hanrihan.
- -Added exploding, aquatic, swimming, and flying monsters.
- -Added new monster melee attacks (time, explode, and disease).
- -Added Ken Wigles KAngband style town, quests and terrains.
- -Changed quest system to allow more flexibility and multi-level quests.
- -Added big wilderness outside the towns with a modified fractal terrain
- generator from KAmband.
- -New initialization code for quests, towns, buildings and wilderness.
- -Removed the 64 kByte limits for monsters, items, artifacts, and vaults.
- -Moved the definition of the limits for the number of monsters, items,
- vaults, ... to an external data-file.
- -Added Keldon Jones patch to allow automatic recreation of the raw-files.
- -Added "equippy chars" in the inventory, equipment list and in shops.
- -Fixed the definitions of the new tiles for the Half-Ogres and Dark-Elfes.
- -Added support for the S-Lang scripting language, based on Scott Bigham's
- S-Lang patch.
- -Added Greg Wooledge's patch that adds the "flag grid" to Zangband
- char dumps and shows immunities in the "flag grid".
- -The Windows version no longer requires "LibPath" to be set correctly.
- This allows installation in any directory without changes to the ini-file.
- -Allowed random selection of race, class, realms, ... at character birth
- with the * key.
- -Added the Easy-Patch by Tim Baker and changed it to be an option.
- -Added 52 new mutations created by Jeff Duprey.
- -Changed the pet AI to make the pets more useful.
- -Added new sound-events.
- -Only uniques will now resist disintegration effects.
- -Warrior-Mages can now choose Sorcery.
- -Many other changes and bugfixes.
-
- ZAngband 2.1.1c
- -Fixed the 16x16 tile for hobbit characters. A beer mug is fitting for
- a hobbit, but it was still a bug. ;-)
- -Fixed another bug in the creation of quest levels.
- -Allowed all characters created in pre 2.1.1 versions of ZAngband to
- choose the number of quests when loading the savegame. You may have to
- leave and reenter the current level, if it's a quest level.
- -Only Uniques will now resist disintegration effects.
- -The last questmonster now drops all carried items, the normal monster
- drop and one reward item when you finish the quest.
- -Reward drops are no longer added to the monster knowledge.
- -Fixed the problem with the transparent color of the 8x8 bitmap.
-
- ZAngband 2.1.1b
- -Quest message pluralization fixed (again).
- -No more extremely out of depth quests for new characters.
- -Disintegration spells like "Fist of force" can destroy walls.
- -Reflection works now.
- -Corrected the new tiles for spirit naga, angel, and blue jellies.
-
- ZAngband 2.1.1
- -Paralysis attacks on a paralyzed player always do at least one hp of
- damage. This should prevent "infinite paralysis" from floating eyes.
- -Fixed some bugs in the autosaving code.
- -Fixed a bug in the monster-AI code.
- -Added circular rooms from Dag Arneson Ying-YAngband.
- -Fixed a bug that allowed the creation of artifact-arrows, -bolts,
- and -shots with scrolls of artifact creation.
- -Adam Bolt's tiles are now finished and every monster/object/spell effect
- has a tile.
- -Another bug in the quest code fixed.
- -Quest messages are now correctly pluralized.
- -The roguelike commands to show game time (the ' key) and to activate the
- racial power/mutation (the O key) work now.
- -Benny S. Hofmann's patch to the windows version allows switching between
- ASCII, old tiles and Adam Bolt's tiles.
- -Toned down the TY-curse a bit.
-
- ZAngband 2.1.1 beta 2
- -Updated Adam Bolt's terrain tiles again.
- -Implemented the item flavoring code from Angband 2.8.3.
- -Fixed a bug in the macro-creation.
- -Fixed a bug creation of the quest levels.
-
- ZAngband 2.1.1 beta 1
- -Updated Adam Bolt's terrain tiles.
- -Mindcrafter powers are correctly displayed in the spell-list window
- and don't crash the game anymore.
- -Fixed a bug in the random activations of the mutations, the effects
- appear less often now.
- -The main-win.c file is now ready for compiling with Adam Bolt's new tiles.
- Just define "USE_AB_TILES" and compile it. The windows version also
- supports transparency and the "double-step bug" is fixed.
- -Added a sound-event for the "Hitpoint Warning".
- -Pets will no longer pick up/destroy items.
- -Implemented Greg Harvey's patch that adds the macro code from 2.8.3.
- -Added Heino Vander Sanden's QAngband quest code with big help from
- Dean Anderson.
-
-
- Zangband 2.1.0e
- -Fixed some bugs with the new bookstore and the store maintainance and
- owner shuffling works for the bookstore.
- -Fixed the problem with compiling the main.c file on Unix/Linux systems.
-
-
- Zangband 2.1.0d
- -Silas Dunsmore's cumulative light radius patch added.
- Any object in your equipment that has the 'glow' flag will extend your
- lit-area radius by 1, up to a maximum of 5. The normal light-source
- objects still work the same, but glowing artifacts and helms of light
- are actually useful.
- -Added a bookstore to the town to free up space in the magic shop.
- -Fixed problems with the Summon Demon (Chaos), Raise Death (Death),
- Phantasmal Servant (Trump), Mindwave, and Adrenaline (Mindcraft) spells
- on systems without mathematical coprocessor.
- -Chaos Warriors are no longer hurt (or killed) by the "strain of casting
- (Mass) Genocide" when the chaos patron casts the Genocide spell ("Let me
- relieve thee of thine oppressors!").
- -Fixed a bug with the sound-effects, the correct effects will be played
- now.
- -Added new sound-events for buying and selling in stores.
- -Added support for Adam Bolt's new tile-graphics, transparency- and
- lighting-effects, MOD-, and S3M-files to the DOS version.
- Adam Bolt's tiles for ZAngband are not yet finished, most of the ZAngband
- specific monsters are displayed with other tiles or with ASCII-characters.
- The special DOS options can be accessed by pressing ! while playing.
-
-
- Zangband 2.1.0c
- -Command (in powers menu) to dismiss all pets (costs no mana, takes a turn)
- -Alberich has lost his "deadly touch"
- -Hilarious new nonsensical rumours courtesy of altavista translation service
- -A "pit" variant of the "symbol clone nest"
- -James Lockwood's store-auto*id* and examine patch
- -Patches from Silas Dunsmore, lots of little fixes
- -Teleporting monsters have to pass a skill test to follow you
- -"Blessed" weapons are likely to resist cursing by monsters
- -Heavy cursing less likely; scrolls of *Remove curse* for sale in the temple
- TODO (features/ideas/bugfixes that have not yet been implemented):
- * Game difficulty levels (point-based / simple to impossible?)
- * Quests
- * Your own inscriptions should not be junked if an item becomes cursed
- * Potential bug: exploding unmakers crash / hang the game?
- * Maybe weapons of slay xxx should glow if xxx is nearby? (option)
- * Bug? Eldritch horrors seen first via ESP don't blast your sanity?
- * Disintegration balls can explode out-of-bounds?
- * Add oriental melee weapons for monks (nunchaku, bo stick etc.)
- * Smashed potions should also affect the player (if withing range)
- * Perhaps add Silas Dunsmore's cumulative light radius patch
-
- --
- Zangband 2.1.0
- -Version handling for save files, pre-210 save files loaded as 206 save files
- * Svga is the default; '-mibm' for no graphics, '-mibm -g' for font graphics
- -The Dos version can run in 3 modes: SVGA graphics, font graphics, text only
- -Lots of extra tests added to generate.c to avoid infinite loops
- -Special feelings caused by other than artifacts should be less common now
- -New options; Autosaving options; "Testing" options renamed ("Stacking")
- -Confirm staircases turned into a runtime option
- -New plain_descriptions option (to split up show_labels)
- -New auto_destroy option to destroy known worthless items without prompting
- -New option to confirm wielding/wearing known cursed items
- -Confirm staircases is a runtime option now
- -Options menu reorganized. Zangband special options under a separate sub-menu
- -Activate power command ('U'/'O') uses a menu now
- -Total kill count option added in the 'knowledge' menu
- -The display command can dump to file (command 'f')
- -New texts added (into lib/file/) by jd9072@aol.com, for extra colour
- -Gollum patch (by John May & 'Tim') implemented (slighty toned down version)
- -Fixed a number of bugs in the object absorption code (also in store.c)
- -2 new magic realms: Trump (teleport+summoning), Arcane (weak general purpose)
- -The "Polymorph Self" is a bit less useless now
- -Added chaos mutations
- -Potion of New Life gets rid of all mutations (in addition to normal effect)
- -Added (possible) activation effects for random artifacts
- -Immunities are a _lot_ less common in random artifacts now
- -Fixed (?) the bug which was causing the One Ring sometimes not being cursed
- -Four new types of amulets to make amulets more interesting
- -Feather Fall turned into Levitation (allows flying over trap doors)
- -Object flags: NO_TELE (prevents teleporting), NO_MAGIC (no spells, high save)
- -Added a very powerful new artifact, the Sword of the Dawn (as rare as Ringil)
- -Two new races: Sprite (very weak & smart), Chaos Beastman (gain mutations)
- -New class: High Mage (specializes in one realm, learns it really well)
- -Warrior/Paladin/DeathKn gain xp for destroying deep books (all/non-Life/Life)
- -Certain races gain no nutrition from food (they must use Satisfy Hunger)
- -Chaos warriors gain resist chaos at lvl 30, resist fear at lvl 40
- -Unencumbered monks gain free action at lvl 25
- -Monks are more likely to attack with the highest level attack available now
- -Added special breaths for Draconian Monks, Chaos Warriors and Warrior-Mages
- -Monsters which use the same symbol sometimes appear in 'hordes'
- -Everybody's favourite monster, 'the Unmaker', is far nastier now
- -Some monsters are 'good' (as opposed to 'evil'), immune to holy fire
- -Some monsters are sanity-blasting 'eldritch horrors'
- -For fairnesses' sake, monsters can also have reflection & auras of fire/elec
- -Certain monsters may resist teleportation
- -Adjacent monsters which can teleport may follow you when you teleport
- -Clones drop treasure nor objects
- -The 'xxx curses' spells may actually make your equipment 'cursed'
- -Added a new very powerful spell, Hand of Doom, for high level uniques
- -Killing Amberites can be dangerous -- ever heard of the Amberite blood curse?
- -The Serpent of Chaos is a bit tougher now
- -Various minor fixes & cosmetic enhancements & new icons
- -Lots of features by Paul Sexton:
- * Major revision of the spell system (nature+death+chaos upgraded)
- * Summoning spells for friendly monsters
- * Charming spells to make new friends
- * Wand of Lightning Bolts -> Tame Monster
- * Two new races: Vampire & Spectre
- * Mindcrafter class
- * Potion smashing effects
- * Cosmetic changes (character info screen)
- -My own changes to the above:
- * You may accidentally attack friends if blind, confused etc.
- * No 'friendly uniques' can be summoned
- * You must pay upkeep (mana) for friendly monsters
- * Fixed the fatal "displacing crash" bug (caused by my own code)
- * 'Friends' are also possible as Chaos rewards, artifact activation
-
- --
- Zangband 2.0.6
- -Dos version compiled with Robert Ruehlmann's SVGA graphics+windows code
- -The option display_spell_flags works slightly better now (on windowed systems)
- -Free Action _almost_ negates the paralyzing effect of 'ancient curse'
- -Three new character classes: Warrior-Mage, Chaos Warrior and Monk
- -Three new (protective) item flags: Reflection, Auras of Fire and Electricity
- -Pattern Vaults implemented -- now any character can walk the Pattern
- -The artifacts you create yourself will be *identified* when created
- -Certain uniques may drop artifacts which 'belong' to them
- -Patch (by Daniel Nash): Wizard mode command to create specific artifacts
- -Patch (by Scott Bigham): Rods sort by recharging time left
- -Fixed a missing break which was crippling the "Summon Kin" code
- -Invulnerability no longer induces 'blindness' with graphics enabled
- -Hopefully fixed the char dump so that it no longer requires fp math unit
- -Certain ego items with digging actually receive + to digging
- -Empty dark levels are a lot less common early on now
- -Life magic Holy orb is resisted by non-evils (Hellfire works as before)
- -Detect Treasure / Objects also detects Treasure / Object 'monsters'
- -Only 'Assassins' (Rogues with Death magic) get a poisoned weapon when created
- -Warriors get the extra shots later than rangers
- -Lots of minor and cosmetic fixes
- *Bugfix release: 2.0.6b:
- -Compiled the dos binary so that it asks for no confirmation with stairs
- -Birth.txt includes a description of monk attack types
- -Chaos Warriors get 'nasty' rewards much less often now
- -Fixed a missing break in self_knowledge
- -Fixed the 'Tunneling bug'
- -Quick-fixed the infamous 'two-eyed cyclopses bug' (for new characters)
- -Fixed a minor display bug with equippy chars which did not update correctly
- -The function calc_spells() should work a bit more logically now
- -Caine and Hagen had their drops mixed; fixed.
- -Dworkin may now carry the JoJ. Smeagol may still NOT carry the ... Ring
- -Fixed the potion icon bug
- -Also redrew / modified / added icons
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- Zangband 2.0.5
- -Stuff from 2.8.2, including:
- * Auto-knowledge of standard ego item flags
- * The new generic "knowledge" command
- * Preserve artifacts when creation fails
- * 'Synchronized' compact objects+monsters when saving
- * The old z-term.c replaced with the new one
- * Monsters stay visible as long as they are being detected
- * (Other bug fixes already present, like the stacking bug fix)
- -Fixed a bug which could cause teleport_player to hang the game
- -Fixed the "This race has no bonus power." message bug (zombies, skeletons)
- -Halflings can cook some food
- -Klackon powers changed: they _become_ faster, activate to spit acid
- -Dark Elves gain their power (magic missile) one level earlier now
- -Most Chaos attack spells are a bit cheaper for mages
- -Chaos loses Blink, new spell ('Wallbreaker') for chaotic wall destruction
- -Death Ray (in Necronomicon) works a lot more often now
- -Healing II replaced w/ 'Bless Weapon', of use to priests (artifacts resist)
- -Blessings of the Grail is no longer 'heavily blessed' :)
- -Explosive runes are no longer 'permanent rock'
- -Self knowledge gives some info about your racial power now
- -'Amber' skill rank (numeric value) is calculated differently now
- -Inscribe '.' in a (non-cursed) teleporting item to prevent teleporting
- -They will also not teleport you if have the disturb_other option set to FALSE
- -Vampiric weapons can heal a maximum of 100 hp per round
- -Random bow artifacts no longer get 'useless' (slay xxx) flags
- -Immunities are somewhat less common in random artifacts
- -The 'bias' code no longer produces arbitrary resistances for ego items
- -Better random names for random artifacts
- -Also, Julian Lighton's patch to fix crashes (w/ random artifacts) implemented
- -Wand of Rockets identifies itself if used (like other wands)
- -Scrolls of *identify* are a bit more common now
- -*Identify* gives correct info about Fear Resistance in an item
- -The temple buys blessed weapons
- -A certain artifact which is not in a_info will be cursed when created
- -Julian Lighton's ingenious new monster spell to summon 'relatives' added
- -The boring Terminator monster replaced w/ Warriors of the Dawn (from Hawkmoon)
- -Some of the highest level uniques can now summon Cyberdemons to help them
- -Some of the Lovecraftian uniques have been boosted up a bit
- -Some of the other uniques have been upgraded a bit as well
- -Groo behaves in a more Grooish manner now
- -Themis and Mnemosyne have the correct gender now
- -Fixed a display bug (on a PC, w/ a shapechanger + no graphics)
- -Again, more minor and cosmetic fixes
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- Zangband 2.0.4
- -Correct version display
- -No less than 16 new player races (all new, although a few ideas are borrowed)
- -Recharging True replaced w/ Explosive Rune (explodes only if you stand on it)
- -Mages can choose Life magic (they are worse than paladins in it)
- -Death Knights (variant of the Paladin class) added
- -Warriors and Paladins become immune to fear at high levels
- -Rogues also get a (much weaker) backstab attack against fleeing foes
- -New vaults (vaguely based on ancient Egyptian tombs / temples)
- -Small levels have (initially) less monsters now (related to the level size)
- -More precautions to avoid (the rare) hangups when a small level is generated
- -Fixed a bug with spell selection (cmd5.c)
- -Rings of Flames etc. also give temporary resistance when activated
- -Rings of Flames etc. show their activation info now when *identified*
- -Weapons of fire will also work as light now
- -Slightly better, 'smart' generation of random artifacts
- -New summoning effects for 'wild magic'
- -Level based bonus to the racial power activation test
- -Ball of Radiation & Invoke Logrus (monster attacks) are functional now
- -Radiation effects changed slightly
- -A certain artifact which is not in a_info no longer gets RES_DISEN
- -Minor changes to the PC font (hopefully for the better...)
- -Slightly saner price calculation for random items
- -Slightly better prompts ("recite which prayer" vs "cast which prayer")
- -Other cosmetic and minor fixes
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- Zangband 2.0.3
- -Rings of Flames, Ice and Acid can now be activated (for an obvious effect)
- -New vaults (some have their floor plans borrowed from Nethack)
- -Cosmetic fixes (documentation)
- -Game balance fixes
- -Kharis no longer crashes the spoiler generation
- -Evil jellies (like death molds and shoggoths) no longer show up in jelly pits
- -Better 'speech' for uniques that are afraid (/lib/file/monfear.txt)
- -Trump weapons can now also be activated for teleport
- -Ego weapon damage dice loaded properly
- -Amberites can now open doors, 'summon Amberites' no longer produces undead
- -Monster special resistances fully implemented
- -Grayswandir is a sabre now
- -Rings of high resistance stack now (Lordly Protection doesn't)
- -Fixed Rings of Extra Attacks
- -Curing also cures hallucination
- -Angels are fearless now
- -Nature's Wrath (spell) damage upgraded
- -Call Chaos sometimes produces highly destructive beams now
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- Zangband 2.0.2
- -Internal version Angband 2.8.1, fake version (Z 2.0.2) displayed for commands
- -Finally updated (almost all of) the documentation!
- -Fixed more bugs in v_info
- -The stacking patch applied (fixes gold deleting all objects below it)
- -Redraw mana / hp after using racial powers & receiving rewards
- -Certain stationary monsters are fearless now
- -Priests can choose Life or Death magic (not both) + 1 from S / N / C
- -Some paladin prayers are slightly easier now
- -Sorcery spells are now available earlier (to make the realm more competitive)
- -Miscast Chaos spells may produce random "wild magic" effects
- -Miscast Death spells may hurt the player
- -Nature Awareness downgraded slightly
- -'Produce food' (Nature spell) renamed to 'Foraging' (no real reason, though)
- -Other cosmetic fixes+enhancements (Ball of Cold has no longer "Duration" :)
- -Different colours for the special player symbol (level dependent)
- -Nightwalker CAN_SPEAK moved to Raphael (where it belongs)
- -Rotting corpses and malicious leprechauns have physical attacks now
- -No more freebie attacks on unseen monsters in walls (digging must be used)
- -Using certain aimed rods no longer randomly crashes the game
- -Small levels should no longer cause alloc_monster to hang the game
- -Dragon Helm of Dor-Lomin no longer crashes the game
- -Arcum Dagsson's code to support separate macro files for different realms
- -Fixed a bug that prevented random resistances for some artifacts
- -Fixed a bug which prevented the saving of random flags from certain items
- -Better name-forming code for Random artifacts (created in Black Market)
- -Better descriptions for unidentified objects (without show_labels)
- -Equippy characters restored as an option by popular demand (I missed them too)
- -Initial life rating display moved to a more logical place
- -do_cmd_rerate will now be compiled even without wizard mode
- -Rewards for killing wanted uniques are at least 250 gold (not 0 gold)
- -Option to dump the 'final' screen (when you die)
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- Zangband 2.0.1
- -Nature Sense Surroundings upgraded to Nature Awareness
- -Removed 'marginal' item generation from temple, added 3 * scroll of WoR
- -Compile time option to display different player symbols (/race, /class)
- -Fixed take_hit message for Scroll of Logrus (not "of Chaos")
- -Fixed the major bug with spell remembrance/forgetting in xtra1.c
- -Fixed the damage display for Frost Bolt
- -Fixed "You can learn 1 new spells." in cmd5.c
- -Magic traps are a bit less lethal early on
- -Silly hallucination monsters (as in Nethack)
- -Potion of Confusion -> Booze
- -Alchemy now takes into account the amount of items (max still 30k / spell)
- -Changes to options
- -Genocide True replaced with Vampiric Branding
- -Fixed a bug in v_info
- -Items stolen by the agents of black market may show up in the Black market
- -Racial intrinsics are a bit easier to use now
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- Zangband 2.0.0
- -New spell system (life, sorcery, nature, chaos, death magic)
- -New monsters list (mostly from the older Zangband)
- -User can_not_ set the colors of flavored objects (via pref files)
- -Warriors get extra blows and shots, increased damage
- -Rangers have a slightly better innate pseudo-id
- -Last words, speaking uniques, rumors, warrants, error messages
- -"Negative" level feelings
- -New ego items and artifacts
- -New object flags (VORPAL, CHAOTIC, VAMPIRIC, BRAND_POIS)
- -Rogues start with a poisoned dagger and can backstab nasties
- -xtra1.c, files.c: DUNADAN -> AMBERITE
- -Other stuff...
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