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kangband.txt
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=== Kangband 2.9.2 ===
This file contains basic information about Kangband. Unfortunately,
earlier versions of Kangband did not include similar documents so this
is somewhat sketchy in places. Anyone who is able to contribute further
information or insight is not only welcome but actively encouraged to
do so.
=== Standard Angband 2.9.2 vs. Kangband 2.9.2r2 ===
The main differences between Angband 2.9.2 and Kangband 2.9.2 are
as follows:
- Kangband introduces an extended town level which includes additional
terrain features (such as grass, trees, mountains, lakes and rivers)
and additional buildings which provide services rather than sell
goods. Each building and its services are themed and the prices the
player will pay for those services will vary based upon how their
character's race and class fits into this theme.
- Kangband also introduces the idea of a "plot". Each character must
choose a "plot" which will determine which quests he will undertake.
Quests may take several forms including requiring the player to
enter special, non-random dungeon levels. There are various quest
objectives including killing all monsters or a certain number of a
specific type of monster, retrieving an object (or objects) and
locating an exit. The player will generally receive a reward for
completing a quest.
- Kangband introduces new terrains into the dungeon. You may come
across rivers of water and lava (of varying depths) and, at shallow
levels, plantations of trees. Crossing these terrains poses certain
problems for both players and monsters. Fog mists may also be found
on certain levels.
- Kangband introduces several new monsters and items. These are taken
from a variety of sources including other variants (primarily
Zangband, Oangband and Angband/64) and Jonathan Ellis' patch for
Angband 2.9.2. There are also many monsters and items that are
unique to Kangband.
- Kangband includes four new player races - Kobolds, Maia, Ents and
Wraiths. Kobolds make reasonable fighters and resist poison
intrinsically. Maia are intended to be a training race for
inexperienced players. They are highly skilled, have excellent stats,
gain levels quickly and recover quickly when their hitpoints and
spell points are depleted. Ents are physically strong but are poor
at resisting fire-based attacks. Wraiths make excellent spellcasters
and come with an impressive set of intrinsic abilities but aggravate
monsters around them.
- Kangband introduces the Illusionist and Druid classes. Illusionists
specialise in illusion and misdirection (and are similar to mages in
most other respects). Druids are close to nature, are skilled in
controlling animals and are able to change the surrounding terrain
at their will. Druids are similar to priests. Both these classes get
new and interesting attack and utility spells.
- Traditional mages and priests in Kangband have had a reworking to
reduce dependancy on melee and to make them play more in character.
Rogues use the Illusion books rather than the mage's books.
- Kangband introduces temporary resistance to most of the "high"
resistances (light, dark, sound, shards, confusion, chaos, nexus and
nether). These work in much the same way as the temporary "low"
resistances do.
- Kangband also introduces timed levitation, timed invisibility and
timed "ghostliness" which allow the player to levitate, become
invisible and walk through non-permanent walls respectively while in
effect.
=== Imported Ideas ===
While much of what makes Kangband different from Angband was pioneered
by Kangband's author and maintainers, it has also adopted numerous
features from other variants. Of particular note are the following:
From GWAngband (by Greg Wooledge)
---------------------------------
The Kobold race and numerous minor changes to the combat code, the
magic code and the mage and priest spell lists.
From Zangband (by Topi Ylinen and Robert Ruehlmann)
---------------------------------------------------
Various spells and vaults. The extended town and quest code developed
originally by Ken Wigle for Kangband was imported into Zangband and
then extended and refined. This refined code was imported back into
Kangband in version 2.9.2.
From Kamband (by Ivan Tkatchev)
-------------------------------
Much of the code for special buildings (later replaced by that from
Zangband) and code for better handling of pet summoning.
From Psiband (by ??)
--------------------
Pet targetting code.
=== Version History (by John I'anson-Holton) ===
The original Kangband was produced by Ken Wigle who went on to release
several follow-up versions through to Kangband 2.8.3i. At that point
real life concerns forced Ken to step down and Mark Howson took over
as Kangband's maintainer. Mark released version 2.8.3j which was
primarily a bigfix (and later a patch to that version) and then
anounced the 2.8.3 branch to be dead.
With the help of Ken Wigle and others, Mark then embarked on an
ambitious project for Kangband 3.0.0 which was to use Python to extend
the C core and introduce major new features. Unfortunately version
3.0.0 never went beyond alpha testing and when Real Life claimed Mark
Howson too Kangband was left dormant for eight months.
At that point I volunteered to take over and in the absence of more
qualified candidates, Mark Howson agreed. I have had to reluctantly
admit that I am not up to the task of continuing with 3.0.0 and so the
future of Kangband for the time being lies in the old 2.8.3 branch.
Version 3.0.0 is not dead but it will remain dormant for the time
being.
My first step as maintainer was to release Kangband 2.9.1. This
release contained no new features and instead was simply a code base
update which reflected changes made in the Angband code since 2.8.3jp1
was released. Version 2.9.1r1 was released a week or so later and was
essentially a bugfix although certain game mechanics did undergo some
minor modification.
Version 2.9.2 is the first version I have released which introduces
major change to Kangband although this will be largely transparent to
the player. 2.9.2 includes several more bugfixes and minor game
mechanics changes (see changes.txt for details) but contains a major
reworking of the town, building and quest handling resulting in a far
more powerful (if somewhat esoteric) system.
My vision of the future of Kangband is to keep the code base as close
to Standard Angband as possible while continuing to develop Kangband
along its current lines. What this means for the immediate future is
a reworking of the magic realms according to my own tastes and a move
in the monster lists closer to Tolkien. I will also be making an
ongoing effort to increase ease of customization and will be adding
features of my own design and from other variants that are in keeping
with Kangband's spirit.