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): Changes in Zangband 2.7.5pre1: 2005-06-04 14:26 rr9 * src/zborg2.c: The borg didn't correctly reset his goal when entering a new level. 2005-06-04 14:25 rr9 * src/zbmagic2.c: The borg didn't predict the power from the "sleep nearby monsters" artifact activation correctly. 2005-06-01 14:49 siemelink * src/: zbmagic1.c, zborg6.c, zborg6.h, zborg8.c, zborg9.c: The borg often forgot to revisit shops. 2005-05-30 16:01 siemelink * src/: externs.h, object2.c, store.c: There was a bug in the shopping code that created duplicated items because the sold item was not taken away from the equipment. I fixed this bug by copying the drop_object code that handles droppng an equipped item that was missing in the shopping code. 2005-05-26 12:54 siemelink * src/zborg7.c: The borg can now *identify* an item that has special or terrible as pseudo-id but that has not yet been identified. 2005-05-26 12:51 siemelink * src/zborg2.c: The borg parses pet messages successfully 2005-05-18 12:21 siemelink * src/wizard1.c: I Synchronized the full monster spoilers with the monster knowledge routine. Fixed the object description spoiler that was showing unknown items as unknowns. 2005-05-18 12:17 siemelink * src/object1.c: If you examine a weapon that is to heavy for you you'll get a line saying just that. This comes in handy when you want to buy a new weapon in the shop. 2005-05-16 14:26 rr9 * src/run.c: Improved the running code so that it stops at corridor entrances when running alongside the wall of a room. 2005-05-15 21:28 rr9 * src/makefile.std: - Provided an "osx-dist" Makefile target to build a *.dmg disk image containing ZAngband. - Cleaned up the OS X part of the Makefile a bit. 2005-05-15 16:13 rr9 * lib/: data/makefile.zb, save/makefile.zb: The 'chown' command expects user and group separated by a colon instead of a period. 2005-05-15 15:55 rr9 * src/makefile.std: Added an "osx-install-tiles" Makefile target. An archive with the Mac-tiles can be found at: ftp://ftp.thangorodrim.net/pub/angband/Variant/ZAngband/ext-graf-ma c-275.zip 2005-05-15 15:26 rr9 * src/h-config.h: Don't add the user-id to the savefilename on OS X. 2005-05-15 14:49 rr9 * src/: Data.icns, Edit.icns, Save.icns, ZAngband.icns, ZAngband.r, ZAngband.xml, externs.h, h-config.h, init2.c, main-crb.c, main.c, makefile.std, util.c: Ported the basic Angband OS X code to ZAngband. 2005-05-15 13:15 rr9 * src/h-config.h: Allow the definition of PRIVATE_USER_PATH to be overwritten. 2005-05-15 12:55 rr9 * src/: z-util.c, z-util.h: Added secure versions of strcpy() and strcat() that check the buffer size. 2005-05-15 12:28 rr9 * src/makefile.std: Make is picky about tabulators and spaces. Don't use tabs where spaces should be. 2005-05-14 17:41 siemelink * src/zborg9.c: Have the borg parse the demon summoning message correctly. 2005-05-14 17:32 rr9 * src/dungeon.c: Added a workaround for a possible crash when starting a new character from an old savefile. 2005-05-14 17:31 rr9 * src/maid-grf.c: Second try to fix a crash bug when playing with bigscreen. 2005-05-14 16:26 rr9 * src/maid-grf.c: The last patch broke more things than it fixed, so undo it. 2005-05-14 16:19 rr9 * src/maid-grf.c: Added a workaround for a crash in bigscreen mode. 2005-05-14 15:46 rr9 * src/: cmd3.c, files.c: Fixed two compiler warnings. 2005-05-09 15:32 siemelink * src/object2.c: Fixed a message bug when you used the last item of a pile on the ground. 2005-05-09 14:56 siemelink * src/object1.c: Fix resize during object examination 2005-05-09 14:55 siemelink * src/cmd3.c: Fix resize during monster recall 2005-05-02 10:44 siemelink * src/files.c: Fix resizing when there is a menu on the screen. There was an unused parameter in show_file that I used to flag for the resize. 2005-05-02 09:33 siemelink * src/zborg2.c: Repair the borg recognizing uniques. 2005-05-02 09:32 siemelink * src/zborg8.c: Allow the borg to search twitchingly only in dungeons. Otherwise it burns its phase and teleport scrolls. 2005-04-28 12:11 siemelink * src/zborg6.c: Fix that the borg leaves the vanilla town for the dungeon Made the header of borg_flow_spread easier to use. 2005-04-28 12:08 siemelink * src/zborg7.c: Remove old comment 2005-04-28 11:51 siemelink * src/zborg3.c: Enble borg use of artifact phase door. 2005-04-01 12:52 siemelink * src/zborg7.c: The borg can now use artifact activation and hobbit racial power to eat. 2005-02-12 22:59 siemelink * src/zborg6.c: Oops, !vanilla should have been vanilla 2005-02-12 22:45 siemelink * src/zborg6.c: And avoid the borg trying to wait inside the building. 2005-02-12 22:39 siemelink * src/: zborg6.c, zborg8.c: Have the borg check his money before going to an inn to wait out the night 2005-02-12 22:35 siemelink * src/zborg8.c: Have the borg check his money before using an inn 2005-02-12 22:21 siemelink * src/: zborg2.c, zborg6.c, zborg9.c: tweaks to borg_status window, borg_find_town and that Line of Sight that I left in comments. 2005-02-03 22:36 siemelink * lib/edit/k_info.txt, src/zborg1.c, src/zborg1.h, src/zborg2.c, src/zborg4.c, src/zborg6.c, src/zborg6.h, src/zborg7.c, src/zborg8.c, src/zborg9.c: What a few days without the internet can do: There are some procedures that call borg_power() to swap items. Borg_power has as a side effect that it resets bp_ptr. But these procs would sometimes leave bp_ptr inconsistent with the unswapped state. These procedures now call borg_power at the end to make sure that bp_ptr is consistent with reality. The existing inconsistency was causing an error with borg_restock and a wilderness loop. Tried to fix another wilderness loop. There was a funny calculation to determine the best shop in town. But as the borg visits all the shops anyway I changed the best shop into the closest, unvisited shop. Put in some more GOAL_NONEs The previous entry trying to fix message handling for monks was incorrect as it missed al the uniques if they were hit by some fancy monk move. I fixed it by first testing the message for a suffix. I tried to fix the dungeon loop where the borg would hover close to a non-moving monster just around the corner. I put in another line of sight check to improve on this. There was a wilderness loop where the borg would reach a town but leave it right away for some unexplored wilderness. This won't happen anymore because now the borg will head for a shop when it realizes that it reached the town. 2005-01-26 10:58 siemelink * src/zborg7.c: Allow the borg to light up, detect traps and monsters in the wilderness 2005-01-26 10:02 siemelink * src/: zborg3.c, zborg7.c: Prevent the borg from wearing crap items like an amulet of teleportation 2005-01-20 21:38 siemelink * src/: externs.h, object1.c, object2.c: Add wraparound for examining objects. Now the tail end of your object description won't fall off. 2005-01-20 14:34 siemelink * src/: zborg3.c, zborg6.c: The borg no longer stops when as a Half_giant it wanted to eat rock 2005-01-19 13:05 siemelink * src/: cave.c, externs.h, run.c: If the player is runnig he'll stop when he's is next to a shop entrance. 2005-01-19 12:49 siemelink * src/: zbmagic1.c, zborg6.c, zborg6.h: Prevent the borg from eating a cure poison when the borg is full or gorged (unless the borg has three hp or less) 2005-01-19 11:51 siemelink * src/zborg2.c: Fixed parsing of hit-messages with a suffix Prevent borg_add_town to add towns called Bottom, lev or 50 ft 2005-01-19 09:33 siemelink * src/: zborg1.h, zborg5.c, zborg6.c, zborg6.h, zborg8.c, zborg9.c: Another attempt to prevent lifelock for borgs in the wilderness 2004-11-26 17:46 siemelink * src/: zborg1.h, zborg2.c, zborg2.h, zborg9.c: Fiddle with borg_add_dungeon 2004-11-25 22:43 siemelink * src/: zborg1.c, zborg1.h, zborg2.c, zborg2.h, zborg6.c, zborg6.h, zborg9.c: Prevent the borg from using towns called Bottom and 100 ft. Hack the borg_map_reader a bit further so the borg knwos the correct recall_depth. Make the borg look for more towns in the wilderness depending on its level. Prevent the borg from waiting out the night while on a swamp. If the borg is looking for an inn it might as well remember it with goal_shop. I rewrote the wilderness explorer so that the borg will explore a dark spot on the map by not going there all the way but just far enough. Prevented another bouncing borg, with shops this time. 2004-11-22 10:53 siemelink * src/: zbmagic1.c, zborg2.c, zborg5.c, zborg6.c, zborg7.c, zborg8.c, zborg9.c: Fix a bouncing borg in the wilderness. Borgs that have IM_POISON do not need to carry cure poisons anymore The wilderness map reader now includes wilderness dungeons. I rewrote borg_leave_level 2004-11-20 21:19 siemelink * src/zborg9.c: Aha, I forgot to press save. 2004-11-20 21:16 siemelink * src/: zborg1.c, zborg1.h, zborg2.c, zborg3.c, zborg5.c, zborg6.c, zborg6.h, zborg7.c, zborg9.c: I removed the last of the borg_notes_fmt I made an attempt to get rid of the bouncing borg (with telepathy) problem where it would flow to a monster, accidentally erase it, do something new, see the monster, flow to a it, erase it.... The borg no longer rests close to some mana draining monster I integrated the two routines that made the borg pick a dungeon The borg now realizes that a immunity also represents the relevant resistance. The status window noe also displays immunities to poison, light and dark. 2004-11-19 15:21 siemelink * src/dungeon.c: If you were not hurt by shallow swamp in the wilderness you still got the -The plants poison you- message. No longer. 2004-11-19 09:41 siemelink * src/: zborg1.c, zborg1.h, zborg6.c: Reduce the compile size by changing some static arrays used by the borg to be dynamically allocated. 2004-11-19 09:22 siemelink * src/zborg6.c: Fix the livelock that occurred when the borg was picking up items on painful feats. 2004-11-19 08:59 siemelink * src/: zborg6.c, zborg8.c: Fix some omissions for the borg wilderness handling 2004-11-18 12:55 siemelink * src/run.c: Allow players with levitation to continue running (ahem) over terrains that would hurt them without levitation. Now the player isn't stopped everytime he runs (flies) next to swamp or acid either. 2004-11-18 12:46 siemelink * src/: zbmagic1.c, zborg1.c, zborg1.h, zborg2.c, zborg2.h, zborg3.c, zborg4.c, zborg6.c, zborg6.h, zborg7.c, zborg8.c, zborg9.c: Prevent frequent crash. Further improvements to wilderness handling: The borg goes to an inn when it is dark, to a dungeon of the right depth compared to its equipment and to (all) the known towns to go shopping. 2004-10-30 22:51 siemelink * src/: zbmagic1.c, zborg1.h, zborg2.c, zborg2.h, zborg3.c, zborg4.c, zborg6.c, zborg6.h, zborg8.c, zborg9.c: Tweaks to the flow code for the wilderness changed a light beam radius test from <= to < Prevent the borg from wearing weapons of Morgul, it used to like them because of the see invisible. 2004-10-27 10:18 siemelink * src/: zbmagic1.c, zborg1.h, zborg6.c, zborg6.h, zborg8.c: If the borg is standing on some painful terrain feature it now can get off. 2004-10-26 22:12 siemelink * src/: zbmagic1.c, zborg1.c, zborg1.h, zborg2.c, zborg3.c, zborg3.h, zborg5.c, zborg5.h, zborg6.c, zborg6.h, zborg7.c, zborg8.c, zborg9.c: I have introduced the concept of multiple dungeons to the borg. The borg now keeps track of the location and depth of the dungeons it has seen. When about to Recall into a dungeon it will first pick a dungeon with the correct depth. When it is dark the borg will head for the closest Inn to wait out the night. I added another borg command ^z9: The list of dungeons. 2004-10-20 22:43 siemelink * src/zborg6.c: Enable the borg to explore the wilderness. If the borg is bored at a town or far away from dungeons it will locate the closest unexplored spot on the map and head in that direction. 2004-10-20 22:40 siemelink * src/spells3.c: Aha, here was that boundary fix for the map maker. 2004-10-20 22:38 siemelink * src/zborg9.c: Force the borg to release it flow target when that target is a jungle. 2004-10-20 22:36 siemelink * src/: scores.c, zborg8.c: Fix faulty boundary for the map maker. 2004-10-19 10:49 siemelink * src/: externs.h, object1.c, object2.c, store.c: Yet another fix to the *id* handling. I accidentally left out its use in the shops. Maybe this time it is ready. 2004-10-19 10:47 siemelink * src/zborg4.c: remove unused variable. 2004-10-19 10:46 siemelink * src/: cmd3.c, defines.h, load.c, monster1.c, save.c: Fix some library issues. 1: You couldn't find a researched monster in the monster memory if you had never seen it before. 2: If you research a monster that you have researched before it is now for free. 3: There were differences between what you'd see in the library and the monster memory, if the monster had never been killed. I fixed this by introducing a new monster flag, RF6_LIBRARY. If set then a monster description will include those details. To do this properly r_ptr->r_flags[6] has to be saved, which it wasn't. I found that a previous change of mine (finding out about swimming monsters) also needed this to be saved. I hadn't realize this until now. So I've upped SAVEFILE_VERSION, added a wr32b in save.c and an if (sf_version > 51) rd32b in load.c. I think I did that right, please correct me if I am wrong. Willem. 2004-10-17 22:28 siemelink * src/zborg8.c: Fix the borg use of the healer building. 2004-10-17 22:28 siemelink * src/: object1.c, object2.c: Add the pack letter when you are examining an object. 2004-10-17 22:26 siemelink * lib/edit/t_info.txt: Add a message to the healing building when all your stats are tiptop. 2004-10-17 21:38 siemelink * src/zborg3.c: Try to prevent a crash noticed by mnbv 2004-10-17 21:37 siemelink * src/zborg9.c: Fix omission of "%s", in a prtf 2004-10-15 19:39 siemelink * src/zborg5.c: increase the penalty for aggravate monsters. The borg would wield a weapon of morgul otherwise. 2004-10-15 18:33 siemelink * src/: zborg1.h, zborg2.c, zborg4.c, zborg8.c, zborg9.c: Get the borg to understand buildings that are not shops. The borg can now use the weaponmaster, the two magesmiths, the casino, the zymurgist, the map maker, the inn, the healer, the magetowers and the castles. Just for the library and the mutatalist I can't think of a way for the borg to use them advantageously. 2004-10-15 17:51 siemelink * src/zborg7.c: Yet another rewrite of the enchant weaopn and armour routines. This the aim was to let the borg always read the scroll and cast spells onyl for a while. There were put together and that prevented the borg from reading scrolls when it is in the wilderness for a long time. 2004-10-15 17:48 siemelink * src/zbmagic1.c: prevent the borg from using teleport level in town/wilderness because in the wilderness there usually is no dungeon beneath. 2004-10-14 22:21 siemelink * src/zborg6.c: Undo change to wait for recharging rods. It is necessary for them to be charging in the first place. 2004-10-14 22:20 siemelink * src/zborg3.c: The racial power could be used when the borg does not have enough hitpoints.... 2004-10-14 00:00 siemelink * src/: zbmagic1.c, zborg3.c, zborg3.h, zborg4.c, zborg6.c, zborg7.c: Add some code for the borg to handle the branding of bolts with the Crossbow of Brand. Add a hack for the borg to handle the second racial powers of Amberites and Ghouls. 2004-10-12 11:56 siemelink * src/bldg.c: If you are a monk you can now see your attacks listed at the weaponmasters. 2004-10-12 11:55 siemelink * src/wizard2.c: If you create money in wizard mode the maximum is now a bit less so it won't look odd in the shops on the gold remaining line. But don't worry, 99999999 is still plenty. 2004-10-12 11:53 siemelink * lib/edit/k_info.txt: Give all the armours an article (a/an). They were the only objects without them. 2004-10-11 23:46 siemelink * lib/edit/t_info.txt, src/bldg.c, src/object1.c: Smoothen the use of special buildings. 2004-10-11 14:17 siemelink * lib/edit/k_info.txt, src/cmd6.c, src/externs.h, src/l-spell.pkg, src/object2.c, src/script.c, src/spells3.c: Attempt to have a correct message after identifying an object. The message often contains the wrong letter for the identified object or the id scroll. This happens because of the sorting and combining which is done after the message generation. So I moved the sorting and combining forward. This solution is not perfect, there are some obscure possibilities that still generate an incorrect message. (When by reading a scroll of identify you combine two piles of scrolls of identify) To keep everything consistent I had to hack a bit too. So if my hacks are too monstrous please tell me how to make it better. 2004-10-11 14:05 siemelink * src/object1.c: That tweak of examining was no good. Back to normal. 2004-10-11 12:19 siemelink * src/: defines.h, l-ui.pkg: Complete changes to window options screen. 2004-10-11 12:16 siemelink * src/object1.c: Tweak *identify* 2004-10-11 12:13 siemelink * lib/edit/k_info.txt: Fix a double d: entry that wasn't to be. 2004-10-07 22:24 siemelink * lib/edit/t_info.txt: Correctly fix the compact runes with bOr instead of + 2004-10-07 22:23 siemelink * src/zborg4.c: Tweak borg appreciation of TY_curse 2004-10-06 23:35 siemelink * src/zborg9.c: Make sure that the borg ignores the new options emergency_stop 2004-10-06 23:34 siemelink * src/: cmd4.c, defines.h, effects.c, externs.h, tables.c: Add a #define WINDOW_CHOICE_MAX which contains the number of different widows you can have. Make the window submenu use it. Add a new option emergency_stop. If your hitpoints get low this option will discard all your input until you press a 'c' to continue. I've played with this option and I found that it cut down on the number of careless deaths by at least 50%. 2004-10-06 22:55 siemelink * lib/edit/t_info.txt: compact runes didn't work because this cannot be parsed. PROJECT_HIDE | PROJECT_JUMP. Apparently the | is not in lua. I don't know what is but in this case a + fixes the problem. 2004-10-06 22:53 siemelink * lib/help/spoiler.hlp: Replace reference to web page that no longer exists with a how to generate the spoilers yourself. 2004-10-06 22:52 siemelink * lib/edit/e_info.txt, src/dungeon.c: Attempt to prevent bad ego items from showing up as {good} or {excellent} 2004-10-06 22:36 siemelink * lib/edit/k_info.txt: Fix the script for staff of slowness 2004-10-06 22:35 siemelink * src/: zborg5.c, zborg7.c, zborg8.c: Minor tweaks. 2004-10-04 22:25 siemelink * src/: zbmagic1.c, zborg3.c, zborg3.h, zborg4.c, zborg5.c, zborg7.c: Add the use of BORG_ACT_* to the power calculations. Some items are no longer left at home: Enchant scrolls and resis heat/cold potions. 2004-10-04 11:36 siemelink * src/monster1.c: The monster memory now shows if a monster is flying ("flies" instead of "moves"), if a monster can swim or if a monster lives in water. 2004-10-04 11:35 siemelink * src/melee2.c: If the player sees a non-flying monster on lava or swamp or acid or deep water the appropriate flag (im_fire, im_pois, im_acid or can_swim) will be added to the monster memory. 2004-10-04 09:57 siemelink * src/: zbmagic1.c, zborg3.c, zborg3.h: Fix BORG_ACT_RECALL to use the Jewel of Judgment 2004-10-04 09:54 siemelink * src/object1.c: When you examine an object that has an immunity and vulnerability to fire, the vulnerability is no longer shown. The vulnerability wasn't counted because the immunity sets the damage to 0. Same with resistance and acid, cold, poison, elec, light and dark. 2004-10-04 09:52 siemelink * src/: zborg1.h, zborg4.c, zborg5.c: Have the borg carry wands/rods of teleport away. 2004-10-03 20:38 siemelink * src/main-win.c: This buffer is no longer needed here because it sits inside ingame_score 2004-10-03 20:37 siemelink * src/ui.c: Remove reference to procedure that no longer exists. 2004-10-03 12:04 sfuerst * src/fields.c: Add back missing check for field destruction in compact_fields(). Destroy it by hand if the script doesn't kill it for us. 2004-10-02 22:00 siemelink * src/zborg7.c: Let BORG_ACT_DETECT_MONSTERS to be used. 2004-10-02 21:59 siemelink * src/: zbmagic3.c, zborg1.h, zborg4.c, zborg5.c: Allow the borg to use an activation for the perma protection form evil. No longer collect scrolls of PfE, it is not worth the bother now that many items give prot from evil. 2004-10-02 21:37 siemelink * lib/edit/a_info.txt: Fix The Jewel of Judgment. Whether you said y or n didn't matter, you got the recall. The mistake was that 0 != nil 2004-10-02 21:36 siemelink * lib/script/spell.lua: Fix the summoning bug (no identification of the staff when it wsa used) properly, it was a faulty initialization. 2004-10-02 13:29 siemelink * src/: zbmagic1.c, zbmagic2.c, zbmagic3.c, zborg3.c, zborg3.h, zborg6.c, zborg7.c, zborg8.c: Have the borg use artifact activations that do no damage, like identify, teleport, invulnerabilty, etc. This is based on the activation description so the borg makes no difference between randarts and standarts. Replaced all the references to specific artifacts (for their activations) with their activations. 2004-10-02 13:08 siemelink * src/artifact.c: In activation texts replace & with and some other rewording. 2004-10-02 13:07 siemelink * src/zborg4.c: Correct usage of precognition with trap/door detection 2004-10-02 13:05 siemelink * lib/edit/a_info.txt: Give randarts and standarts the same format for damage and radius. 2004-10-02 13:04 siemelink * lib/edit/k_info.txt: Fix typo 2004-09-30 16:01 siemelink * src/zbmagic2.c: I revamped the borg support for activating artifacts that damage monsters. Instead of multiple passes on the activation description string only one is needed. 2004-09-28 23:51 siemelink * src/zbmagic2.c: Add borg support for artifact actications that can damage monsters. 2004-09-28 22:45 siemelink * src/tk/describe.c: Whoops, I overlooked this one. 2004-09-27 22:53 siemelink * src/artifact.c: Prevent the display of a (+0, +0%) boost to to_hit and to_dam for randart non-weapons. 2004-09-27 22:27 siemelink * lib/script/spell.lua: Fix the bug where you summon a monster and your scroll or staff would not get awareness. 2004-09-27 22:20 siemelink * src/store.c: Oops, I forgot the crucial one with the OB_STOREB stuff. 2004-09-27 22:18 siemelink * src/: artifact.c, birth.c, defines.h, object2.c, scores.c: Restrict the usage of OB_STOREB to inside the shops only. Once you buy an item the flag goes away. Introduce OB_NO_EXP that keeps track of items that shouldn't be scored because they came from a shop. This is to make shopbought items show their flavor. Previously, you'd have a shopbought potion of poison and you could not tell its flavor. This I found weird because the player has the potion right there in his pack so surely he can see if the flavor is polka-dot. 2004-09-27 11:27 siemelink * src/store.c: Tweak the store examine code which had both a msgf and a fput_str describing what object it was. 2004-09-27 11:19 siemelink * src/: flavor.c, wizard2.c: There was a bug where you could find out what a potion was by dropping several of them at home. If you would pick it up the home/store code would reveal what is was. I fixed it by testing for the OB_SHOPB flag. Only with that flag you can see an unid'd item completely in a shop. This warped the wizard mode play with object command so I fixed that by giving such object a temporary shop flag. 2004-09-27 10:49 siemelink * src/: artifact.c, cmd3.c, externs.h, object1.c, spells3.c, store.c: identify_fully_aux returned a bool in case there was nothing special. But the returned bool was always (TRUE). So I replaced the bool with a void and put the nothing special inside identify_fully_aux. I replaced a msgf that stated what you were examining with a fput_str to get that item as a header for the examination info. I added that you only need to be aware of an object to see its description from k_idx.txt. 2004-09-27 10:43 siemelink * src/object2.c: When you merge two stacks the *full* info from the second stack gets carried over. 2004-09-27 10:39 siemelink * src/zborg4.c: Allow the borg to wear exp_draining items when hehas reached lvl 50. 2004-09-27 10:38 siemelink * src/zborg8.c: Allow the borg to sell un*id*'d artifacts when it has lots of cash. 2004-09-27 10:34 siemelink * lib/edit/k_info.txt: I added lots of descriptions to items. Everything except for armour and weapons should have a description now. 2004-09-24 17:06 siemelink * src/zborg5.c: use borg_test_bad_curse to edcrease value on the equipment when the borg wears an item with such a curse inappropriately. 2004-09-24 17:05 siemelink * src/zborg4.c: Add drain_exp to the bad curses 2004-09-24 16:49 siemelink * src/: zborg4.c, zborg4.h, zborg7.c: There is now a test for the nasty curse (ty, no_tele, no_magic, drain_stat). The borg can ignore drain_stat when it has all sustains. 2004-09-18 21:20 siemelink * src/: zborg4.c, zborg8.c: Fix a home loop by changing the definition for home_damage. Further tweak the pick up from home code 2004-09-18 21:19 siemelink * src/zborg5.c: Change the usage for multibonus so that it doesn't give a bonus for resistances that are already covered by your race. 2004-09-17 09:14 siemelink * src/zborg8.c: If the home is full the borg will take the item away that costs the least, instead of just the negative ones. When attempting to add an item to the home when it is almost full the added value must be higher than the item in the home that adds the least. 2004-09-16 22:55 siemelink * src/zborg7.c: Add use of rod of restoration Add use of staff of detect evil tweak destroying items 2004-09-16 22:05 siemelink * src/zbmagic3.c: Add use of staff of earthquakes 2004-09-16 22:05 siemelink * src/zbmagic2.c: Add use of staff of starlight 2004-09-16 22:04 siemelink * src/zbmagic1.c: Add use of staff of cure light wounds 2004-09-16 22:03 siemelink * src/: zborg1.c, zborg1.h, zborg4.c, zborg5.c: Replace borg_note with borg_note_fmt Forbid the borg to drop items with ty_curse and the like at home. Add use of Amulet of Luck and Sustenance. Add use of unknown shadow and elven cloaks. Add use of Spell point bonus 2004-09-13 12:32 siemelink * src/: zborg1.c, zborg3.c, zborg3.h, zborg4.c, zborg5.c, zborg6.c, zborg7.c, zborg8.c, zborg9.c: Collapse borg_item_icky and borg_keep_unidentified into borg_worthless_item Introduce borg_spell_no_reserve for when you know there is no danger and theborg should do a reserve mana check. Use this for identifying and destroying things. Give a value fire/cold/elec/acid sheaths. Prevent a crash when evaluating borg_power_home(). Rewrite identifying objects. Prevent a home loop. Allow the sale of ego items that need *id* to make the shop *id* it. Make the borg remember the settings of 11 options that have to be set FALSE. WHen the borg is done the original value is restored. This is for my daughter who likes to explore caves. She uses easy_open and the borg can not. 2004-09-13 12:31 siemelink * src/dungeon.c: Add the cursed kn_flags to items when the curse is discovered by pseudo id 2004-09-13 12:22 siemelink * lib/edit/k_info.txt: Improve the description of Rings of Flames, Ice and Acid 2004-09-12 16:17 sfuerst * src/: dungeon.c, externs.h, load.c, main.c, save.c, z-config.h: Removed the broken VERIFY_SAVEFILE option because it didn't work. Removed the VERIFY_TIMESTAMP option because it was trivial to hack around by using a modified version of the game source code. Turned VERIFY_CHECKSUMS permanently on because it is good at detecting corrupted savefiles. (Its security aspect is ignorable though, being trivial to hack around - again with a modified copy of the game source code.) 2004-09-11 21:35 sfuerst * src/z-config.h: Remove the ALLOW_CAVERNS_AND_LAKES option. It is no longer used anywhere because the old stack overflow problem was fixed many versions ago. 2004-09-11 21:31 sfuerst * src/: dungeon.c, externs.h, files.c, util.c, variable.c, z-config.h: Remove the CHECK_LOAD option. Multiuser machines are quite a bit more powerful than in the Moria days. 2004-09-11 21:26 sfuerst * src/: dungeon.c, externs.h, files.c, util.c, z-config.h: Remove the old Moria (non-GPLed) CHECK_TIME option. 2004-09-11 21:18 sfuerst * src/: main.c, save.c, util.c, z-config.h: Remove the dead code for the out of date AFS file system. Removed the 'SECURE' option so it can be used for something else. 2004-09-11 21:09 sfuerst * src/: externs.h, main.c, util.c: Move multiuser machine initialization into a seperate function, and then put that in util.c 2004-09-11 18:43 sfuerst * src/: externs.h, files.c, main-crb.c, main-win.c, scores.c, ui.c, variable.c: Move all handling of highscore_fd into scores.c Export an extra function so the windows and mac carbon ports can do their magic. Move the death functions from files.c to scores.c 2004-09-11 18:01 sfuerst * src/: externs.h, files.c, util.c: Remove unused parts of the files API. 2004-09-11 17:45 sfuerst * src/zborg9.c: Remove the need for safe_setuid_grab/drop in the borg code by putting files in the users directory where they have the required permisions already. 2004-09-11 17:15 sfuerst * src/: externs.h, files.c, util.c: Move guid and signals code from files.c to util.c leaving only the pref-file and death-handling stuff in files.c 2004-09-08 11:29 sfuerst * src/files.c: Fix printing of enscriptions on equipment in character dumps. 2004-09-07 10:52 siemelink * src/: zborg1.c, zborg1.h, zborg3.c, zborg3.h, zborg4.c, zborg5.c, zborg7.c, zborg7.h, zborg8.c, zborg9.c: Remove the hack borg_wearing_cursed and replaced it with bp_ptr->status.cursed The borg now counts how many items it has to identify, remove curse or whatever. This way the borg can put items that need *id* at home and pull them out again when it has the *id* scroll. The borg can now wait for a rod to recharge before leaving a level. If the borg has a heavy curse it will show up orange on the borg_status menu. 2004-09-07 10:50 siemelink * src/: cmd2.c, cmd3.c, store.c: Fixed the bug where you'd know an item is cursed but would not get the KN_FLAG for it. 2004-09-02 21:42 siemelink * src/: zborg1.h, zborg3.c, zborg4.c, zborg5.c, zborg7.c, zborg9.c: The borg now judges the fail rate for cursed items correctly. The borg may now read a scroll of mundanity The borg now wield/wear cursed/heavy cursed or teleport items if the other flags on the item make it good enough. The borg ignores vulnerabilities if it has invulnerabilities. A Borg that can't eat shouldn't try it when destroying items. Some of the borg option handling was changed. A borg mage may now wear any pair of gloves, as long as it leaves him 300+ mana. 2004-09-01 23:21 siemelink * src/: zborg1.h, zborg4.c, zborg4.h, zborg5.c, zborg7.c: Add code for the borg to use scrolls of artifact creation. Finding one myself gave me the inspiration to do this. 2004-08-31 22:19 siemelink * src/quest.c: Add some breaks in a switch. 2004-08-31 22:18 siemelink * src/cmd4.c: I forgot. (It did have meaning) 2004-08-31 22:17 siemelink * src/effects.c: Give the warning bell when you are exactly on the HP-percentage 2004-08-31 22:14 siemelink * src/scores.c: fix score display bug when you are in the top 10. 2004-08-31 22:13 siemelink * src/artifact.c: Fix that you can see what the artifact is before you name it instead of after. 2004-08-24 18:58 sfuerst * src/maid-grf.c: Code cleanup in the pick_graphics() function. 2004-08-24 18:57 sfuerst * src/: main-x11.c, main-xaw.c: Fix bigtile mode to work in 32x32 and 8x8 tilesets. 2004-08-23 22:20 sfuerst * src/: angband.rc, fields.c, files.c, maid-grf.c, main-gtk.c, main-win.c, main-x11.c, main-xaw.c, spells1.c: Add support for David Gervais's tileset to several linux + windows ports. Note that it doesn't seem to work well with bigtile in x11 and xaw yet. Use the -b32 option to select it in the port options. Or use the menus in gtk and windows. 2004-08-23 22:16 sfuerst * lib/pref/: graf-dvg.prf, graf-win.prf, graf-x11.prf, graf-xaw.prf, xtra-dvg.prf: Add pref files for David Gervais's tileset. Note that these have been copied from Angband - so are totally wrong for [Z]. If anyone feels like fixing the tile allocations that would be a great help. At the moment barely anything works properly. 2004-08-23 22:12 sfuerst * lib/xtra/graf/: 32x32.bmp, mask32.bmp: Add David Gervais tileset from Angband 2004-08-18 10:47 siemelink * src/maid-grf.c: Add colour to the map home item list. 2004-08-16 19:32 siemelink * lib/edit/r_info.txt: Reduce the XP for Caaws by a factor 10. Getting 200000 XP when you are lvl 50 is ridiculous if the monster doesn't move. 2004-08-16 19:30 siemelink * lib/edit/k_info.txt: Add descriptions to books, foodstuff and diggers. From Otto Martin. 2004-08-15 22:27 sfuerst * src/: angband.rc, main-win.c: Removed the bizzare mode from main-win, and made it permanently on. (Since the broken windows versions are very common now.) Added bigtile support to main-win.c 2004-08-15 18:52 sfuerst * src/: cmd4.c, maid-grf.c, maid-grf.h, main-gtk.c: Add a new checkbox to main-gtk so bigtile mode can be toggled in-game. 2004-08-15 17:31 sfuerst * src/main-x11.c: Minor optimisation. 2004-08-15 17:30 sfuerst * src/main-gtk.c: main-gtk supports bigtile. 2004-08-15 15:55 sfuerst * src/main-xaw.c: Fix resize bug with xaw and bigtile. 2004-08-15 13:02 sfuerst * src/: main-x11.c, main-xaw.c, z-term.c, z-term.h: main-xaw.c now supports bigtile. 2004-08-15 12:17 sfuerst * src/maid-grf.c: Rename the resize_map() in miad-grf.c to resize_big_map() so it doesn't conflict with the resize_map() in cmd4.c 2004-08-15 00:08 siemelink * src/maid-grf.c: Resizing while looking at the big map now adjusts the size of the map. 2004-08-14 18:57 sfuerst * src/z-term.c: Redraw cursor only when it is inside the affected region. 2004-08-14 17:57 sfuerst * src/z-term.c: Redraw cursor in Term_redraw_section() 2004-08-14 17:48 sfuerst * src/main-x11.c: Fix Term_wipe_x11() to work properly. Make the copy/paste box use xor instead of grey. 2004-08-14 00:24 siemelink * src/: externs.h, main-win.c, scores.c: This all started with one bug: If your highscore list has 100 entries and you get killed with a score lower than nr 100, you'd get listed as 100. This way you'd bump off the real nr 100. I fixed that. Then I found at that pressing ESC does not always end the listing of the highscores list. I fixed that too. Then I thought, why not have more than 5 scores on a page? I use bigscreen after all. So I fixed that the whole page is filled with scores. Then I found out that if you resize your bigscreen while in the score display the main map needs updating too. So I fixed that too. 2004-08-14 00:16 siemelink * src/store.c: Add store commands to the display_store procedure 2004-08-14 00:03 siemelink * src/bldg.c: Fix resize to work inside buildings that are not shops. 2004-08-12 21:30 sfuerst * src/: main-cap.c, main-crb.c, main-dos.c, main-gcu.c, main-gtk.c, main-ibm.c, main-mac-carbon.c, main-mac.c, main-ros.c, main-tnb.c, main-vcs.c, main-win.c, main-x11.c, main-xaw.c, main-xpj.c, main-xxx.c: Actually use the Term_wipe_blah hook if we have one. This makes the close_game() screen glitch free in bigtile mode. 2004-08-12 20:42 sfuerst * src/xtra2.c: Make dimension door work properly again. 2004-08-12 20:34 sfuerst * src/z-term.c: Fix glitch where the screen isn't redraw properly when transitioning between non-bigtile and bigtile modes where the screen has an odd width. (So stuff on the far right hand side remained when it shouldn't have.) 2004-08-12 20:26 sfuerst * src/defines.h: Fix panel off-by-one glitch. 2004-08-12 20:08 sfuerst * src/maid-grf.c: Fix large scale map in bigtile mode. 2004-08-11 22:41 siemelink * src/: externs.h, maid-grf.c, quest.c: Rewrote that bit again in order to prevent a temp file to be opened when it is not needed for the map. 2004-08-11 22:39 siemelink * lib/edit/t_info.txt: Changed Copper Jewler into a Copper Jeweler 2004-08-08 22:29 sfuerst * src/: maid-grf.c, main-x11.c, util.c, z-term.c, z-term.h: More updates to the bigtile code. Glitches are much rarer now, and it seems to be almost usable. Fix use before open of fff in do_cmd_view_map_aux. 2004-08-08 16:22 siemelink * src/: bldg.c, externs.h, store.c: I made stores and buildings share the same procedure that provides all the commands that are not related to stores and buildings. These are commands like e, i, b, M, {, {, (, ), @, %, etc... 2004-08-08 16:18 siemelink * src/main-win.c: Remove from main-win.c the declaration for use_bigtile which was there as a hack and now is useless. 2004-08-07 23:21 siemelink * src/: externs.h, maid-grf.c, quest.c: Change the town info command on the wilderness map so that no temp file is opened if it is not needed 2004-08-07 21:54 siemelink * src/artifact.c: The breathe elements random activation was wrongly initialized causing a script erorr. I changed a FALSE with a TRUE to fix this. 2004-08-06 19:12 sfuerst * src/z-term.c: Fix term redraw in text mode. 2004-08-05 22:59 sfuerst * src/object1.c: Minor memory optimisation. 2004-08-05 22:58 sfuerst * src/: dungeon.c, externs.h, xtra2.c, z-term.c: Fix looking. (Bug due to panel code changes.) 2004-08-05 22:26 sfuerst * src/main-x11.c: Only allow bigtile mode if graphics is turned on. 2004-08-05 22:19 sfuerst * src/main-x11.c: Fix cursor size in bigtile mode. 2004-08-05 22:00 sfuerst * src/maid-grf.c: Fix off by one error in map drawing code which was stomping on the lower status line. 2004-08-05 19:26 sfuerst * src/maid-grf.c: Fix typo which stuffed up the cursor. 2004-08-05 19:09 sfuerst * src/z-term.c: Fix menus so that bigtile works a bit better. It still isn't perfect though... 2004-08-05 15:51 sfuerst * src/: cmd4.c, dungeon.c, generate.c, maid-grf.c, main-cap.c, main-gcu.c, main-win.c, wild1.c, wild3.c: Move nearly all calls of map_panel_size() to use PU_MAP instead. This probably breaks something due to delayed updates of panel sizes. However, it removes the last of the panel crud from the main-port.c files. 2004-08-05 15:36 sfuerst * src/: main-ami.c, main-cap.c, main-crb.c, main-dos.c, main-emx.c, main-gcu.c, main-gtk.c, main-ibm.c, main-lsl.c, main-mac-carbon.c, main-mac.c, main-ros.c, main-sla.c, main-tnb.c, main-vcs.c, main-vme.c, main-win.c, main-x11.c, main-xaw.c, main-xpj.c, main-xxx.c, z-term.c, z-term.h: Remove final use of TERM_XTRA_CLEAR. It was reduntantly being used in screen resize/refresh. 2004-08-05 15:06 sfuerst * src/z-term.c: Fix Term_redraw_section to work properly with bigtile. 2004-08-04 21:35 sfuerst * src/: maid-grf.c, xtra2.c: Stomp memory overrun bug when drawing map while resizing the panel. 2004-08-04 17:31 siemelink * lib/help/: command.txt, commdesc.txt: Add the roguelike display time command (') to the help 2004-08-04 17:11 sfuerst * src/: main-x11.c, main-xaw.c, zborg9.c: Speed up resize/redraw in x11 port massively. Fix a few remaining bugs with bigtile mode. The only problem now is the cursor... 2004-08-04 17:09 sfuerst * src/z-term.c: Prevent race condition in map updating. 2004-08-03 23:39 siemelink * src/notes.c: Prevent the Chaos-warrior of chaos in the notes, it is just a chaos-warrior. 2004-08-03 23:35 sfuerst * src/main-win.c: Remove old panel code. 2004-08-03 23:34 sfuerst * src/main-gcu.c: Update to the latest version of main-gcu.c from [V]. 2004-08-03 23:33 sfuerst * src/main-cap.c: Update to the latest version of main-cap.c from [V]. 2004-08-03 23:32 sfuerst * makefile.in, src/makefile.zb, src/lua/makefile.zb, src/tk/makefile.zb: Add a 'make dust' target to do minor cleanup of the backup files my editor drops behind. 2004-08-03 23:31 sfuerst * lib/pref/pref-mac.prf: Add support for numeric keypad on mac. 2004-08-03 23:30 sfuerst * src/: bldg.c, cave.c, cmd3.c, cmd4.c, defines.h, dungeon.c, externs.h, files.c, generate.c, load.c, maid-grf.c, maid-grf.h, main-x11.c, main.c, save.c, store.c, types.h, variable.c, xtra1.c, xtra2.c, z-term.c, z-term.h: Rewrite the panel code. Add a hacked-up version of the 'bigtile' patch to x11. There are two bugs remaining: The cursor seems to be broken. (But I don't think it is due to my changes.) Also there is a memory error when you resize the screen too much, spotted by valgrind. 2004-08-03 16:47 siemelink * src/dungeon.c: When you inscribe a recharging item with '!!' then you get a message when it is recharged. Based upon Andrew Farmers patch I made the recharge message to show how many of the pile are now charged. 2004-08-03 13:26 siemelink * src/zborg2.c: Add the town name to the list of shops 2004-08-03 13:25 siemelink * src/: zborg1.c, zborg1.h, zborg9.c: Get rid of options that were not needed and bools that were not used 2004-08-03 13:23 siemelink * src/: zbmagic1.c, zborg7.c: Repair the use of lightbeams 2004-08-03 13:22 siemelink * lib/help/: command.txt, commdesc.txt: Document the time command ^t 2004-08-03 11:58 siemelink * src/quest.c: Fix the buggy directions of wilderness dungeons. Zangband 2.7.4c - Fixed a bug that could cause the game to exit with an "Cannot find field to delete!" message. Zangband 2.7.4b - Lots of borg updates including: The borg can use ego items which are not *id*'d. The borg is more intelligent with light sources, and with spells that produce light. The borg now discards more 'boring' items without bothering to identify them. The borg uses various detection types in a better order. Major changes to the borg defence code. The borg will *id* rings of lordly protection. The floor can now be displayed with ^zg The borg will use rods/wands of disarming. Stopped the borg from collecting rods of pesticide once it has reached lvl 25. Added mindcrafters and high_mage as classes that want to reach 0% failure rates. Fixed calculation of borg armour class. Added some code that if the borg has no light but still can cast light_area then he should light area anytime he is next to a dark spot. Rewrote the recharging routine to include {empty} wands and staffs. - Fixed the release so that spell.lua isn't left out. - Fixed script for speed, poison and salt water potions. - Fixed loading of savefiles with 'out of bounds' wilderness blocks. - Changed build system to differentiate compile from link in sanitized make output. - Allow post-release versions, like this 'b' version to work with the build system. - Prevent message quest targets being homes. - Added more diagnostics to the 'test fields' debug command. - Fix bug in the fields code which was corrupting squares with multiple traps/corpses on them. - Make the output from doing '/*' shorter, so it wasn't truncated. - Allow browsing of any spellbook, since examining them will tell you what's inside anyway. - Made uniques killed list in colour. - Made known objects list in colour. - Made town list show store/building attr/chars. - Fixed crash in overhead map caused by jumping between levels. - Fixed bug in monster AI found by valgrind. - Fixed glitch in reset recall prompt. - Fixed timeout of esp. - Fixed wipe_o_list() so that objects in stores are deleted instead of slowly filling the objects list with dead objects as you play more and more games. - Fixed the alter-stats debug command to use the new internal stat limits. - Fix create_traps() so that it checks for 'naked' grids as commented. - Greatly tweaked wilderness generation so that the closer dungeons and quests to the starting town tend to be the least dangerous. The game now tries even harder to place the player in an 'easy' spot in the wilderness. - Fix the mindcrafter out of mana prompt. - Fix problem with the recursion C->lua->C->lua in apply_object_trigger() stomping on the 'current' object, and thus causing scripts to fail. - Fixed wands of haste monster to use the correct function. - Allowed randarts to have poison immunity. - Fix shallow swamps so they work properly, and can poison again. - Fix poison counter code so that poison resistance reduces the amount added appropriately. If you have a 'double' resist (timed + normal), then the counter doesn't get incremented. - Pruned out a huge number of functions from the API exported to lua. This should improve compilation time. - Added an extra option 'check_tranaction' so the user can decide if they want to be prompted for buying/selling items in stores. - Added price to item list so you can now shop with even fewer keypresses. - Fixed inventory damage so double resistance prevents it again. - Adjusted pricing of ego items and object flags. - Fixed all uses of get_check() in lua scripts. - Changed the tolua utility to generate smaller wrapper .c files by using macros for common operations. - Fix typo in 'fund a lost relic'. Zangband 2.7.4 - Moved the lua scripts for objects into k_info.txt instead of having them in object.lua Object scripts are saved in the savefile so add-ons will continue to work in new versions of the original game. - Changed object activations to use lua instead of C. - Artifact and Ego item activations are now handled inline as lua scripts in a_info.txt and e_info.txt - Fix the large scale wilderness map so that the monster camps are not examinable like towns are. - The "frost bolt" randart activation was doing acid bolt by mistake. - Display "Bottom" when the player is on the last level in a dungeon. - Display some information to show when lights of everburning are "empty". - Fix the booze potion effect in the wilderness. - Huge number of borg fixes from Willem Siemelink. The borg is now much smarter with spells and objects. The borg no longer gets confused in stores, and many borg 'loops' have been fixed. The borg now uses id / *id* again. The borg can now activate rings, rods, wands etc. The borg enchants items better. Improve the borg ^z commands displays. The borg uses emergency spell casting more intelligently. The borg understands more object flags. The borg stores spell books it can't use yet in its home. - The game now makes wooden bridges over the rivers in the wilderness. - Changed the effects of the 'strange luck' flag to make them more interesting. - Give monsters a fighting chance to resist protection at low levels. - Make having a chaos patron reduce spell mana costs for chaos spells. Increase chaos-warriors' mana costs to compensate. - Chaos-warriors can draw extra power from a chaotic weapon. - A Holy Avenger weapon gives a paladin a saving throw boost. - Change how saving throws are calculated. Wisdom has a larger effect, all classes have a higher maximum saving throw (at least 88%), and saving throw difficulty is modified by monster level in most cases. - Change the mana/int progression to advance slightly faster but top out at a lower value. Add a new flag, TR1_SP, and an item to provide it. Added this flag to the crown of the magi. - Added a new item: amulet of luck. - Added castles in the towns that can give you quests to do. Large castles give more difficult and rewarding quests than small castles. - Removed the old dungeon quests to kill n monsters of a given type. Replacing them are a group of out of depth monsters on the level plus a good item to find. You may also take bounty quests from a castle if you want. - Fixed font selection in the gtk port. - Fix arrows of explosion to only explode if they hit. - Fix various crashes in the monster AI. - Fixed stacking of torches bought from the store. - Correctly set BASE_TK_DIR to the value specified by --with-tkdir=foo. - Updated the tk port so it compiles with version 8.3 again. - Fix the tk port so that if it fails to start up due to X11 not existing, then the game will try some other port. - Added RISC-OS port from Antony Sidwell. - Make gtk the default port, not the tk port, which doesn't work very well yet. (This fixes the screen offset problem.) - Fixed overflow handling of object and monster lists in dungeon building. This stops the game from crashing when it tries to make a new dungeon when the old dungeon has a huge number of objects / monsters in it. - Fix a bug in the store cache that was converting empty stores into general shops. - Changed to a new configure.in build system. This one should be more robust. - Make the build system default to a less verbose method so that warning messages are easier to spot. Use "make V=1" to turn on verbose compilation messages. - New flag disturb_view to disturb when a new monster becomes visible (or nonvisible). This should stop people from running into floating eyes while carrying lanterns. - Change how monster generation depth is calculated. Now we have a target 'rating' and try to generate monsters to match it. - Add a new build target in makefile.std which allows you to cross-compile from linux to windows using mingw. You need wine installed, along with the bin-fmt extensions so tolua.exe can be executed. - Turn on the broken ASCII handling workaround on in windows XP. - Move stormbringer to a_info.txt where it belongs. - Fixed the annoying beeping in the birth menus. - Remove obsolete arena level options. These only appear in "city" dungeon types now. - Fix display of items in store when you learn about one by buying it. - Make sure the quest staircases are not created covered in a corpse. - Fix the character dump due to changes in the 'C' info screens. - Fix display of deadliness values to use the correct numbers in object descriptions. - After detection, overhead maps need to be redrawn. - Fix problems with some dungeons that start at level 2. - Fix monster summoning. Monsters can be summoned to dungeons where they might not normally live. - Changed a few unpopular monsters. - Rewrite of the random artifact making code. - Fix crash when creating random artifacts in town. - Allow descriptions for artifacts. - Change the way slays/brands and critical hits work: they add to deadliness rather than being a seperate multiplier. This makes figuring out how much damage you're doing easier. - Add more object flavors. Add comments to make it easier to tell just how many flavors of each type there are. - Use mmap() to load *_info.raw, if it's available. This makes startup much faster. - Don't use monte carlo for object depth chart if the exact routine is available (in debug mode). - Make some artifacts more flavorful with new good and bad points. - Add per-dungeon recall depths. - Updated the FAQ - Added some magical macros that allow easy access to the object and monster flags. - Change the sense of the dangerous (y/n) questions so that yes is always the safest option. - Use a smarter method of selecting which buildings to use. Rarity now works properly. - Fix some silly messages given when blind. - Fix broken knowledge of doors when you open/close them when blind. - Fix 'icky' status of the pattern so that it isn't broken by stairs. - Fix out of bounds problems with the light area spell. - Fix the message you get when taking off equipment when you have items the object will stack with in your inventory. - Fix creation of unremovable enscription created when destroying *id'ed* artifacts. - Fix placement of "price" and "weight" column headers in stores and make stores work with bigscreen. - Turn off the execute script debug command by default. - Fix poison damage so it works like the other basic resists. Swamps (but not thick swamps) will not poison you if you have resist poison. - Changed a few races so that they have immunity to poison, instead of just poison resistance. Gave those races vulnerabilities to some elements to counteract the advantage. - Fix broken interaction between fields and targetting commands. Corpses won't interfere with shooting now. - Make 'channel' rooms less annoying. - Rubble in the wilderness doesn't yield objects when dug out. - Add 'entrances' to the wilderness dungeons. Now you'll have to fight your way in. - Add the auto-more option from angband. - Make starting in wizard mode be able to prevent death again. (Instead of crashing on an assert.) - Improved the error messages given when lua scripts fail. - Fix bug in message display when printing strings with embedded carriage returns. - Fix magic mapping to work like it used to. - Fix bug causing dropped wands to not remember used charges properly when recombined. - Fix out of bounds problem with monster lights when teleporting in the wilderness. - Prevent crash when displaying large piles of items. - Made scrolls of *remove curse* give a message when successfully used. - Change monsters killed list under '~' menu to display monsters in colour. - Added a new command in the 'show_file()' screens to 'search again'. The highlighted strings now work with the colour escape sequences. - Prevent monster lights leaking through walls. Make the lights update the map when monsters move. - Fix crash when using cheat death in the dungeon whilst you are poisoned, afraid, blind etc. - Make wiz_lite() only light the dungeon for one turn. Zangband 2.7.3: - Added many new object flags to describe new behaviour. - Changed the build system to not use automake. The makefiles are recursively included, instead of recursively executed. This makes intra-directory dependancies work properly. - Added auto-detection of the gtk, tk and vcs ports in the configure script. - Fixed a bug in the lua source, MULT_RET was being used before it was defined. - More cleanup of the tk port source. This still is alpha-level quality though. - Replaced much of the random artifact code. The changes include: Preventing the slow digestion flag from being given to armour. Themed artifact types. More types of items can be random artifacts, including phials etc. The power of randarts depends on the depth you find them. - Fix problems with redrawing the screen when a racial activation kills a monster. - Tweaked the mutations, adding disadvantages to most "good" mutations, and advantages to some of the "bad" ones. Removed the regeneration modifier caused by having too many mutations. - Fixed a crash on loading corrupt savefiles, when o_max was set a the limit. - Changed the r_info.txt to make groups of monsters appear in a logical order in the dungeon. - Prevent multiple traps from being created on the same square. It seems no one likes this "feature". - Added a few new death messages. - Added a few new items. (A ring, two amulets and a sword.) - Removed player histories from the info screen. - Added themed dungeons. These will have differing distributions of monsters, objects, rooms, floors and depths. If you don't like the booty in one type of dungeon, try somewhere else. - Added approximately ten more types of rooms so that the new dungeons will look quite different from each other. - Tweaked item selection so that not quite so many out of depth items are made early in the dungeon. - Shortened the town names. - Added the dragons from Ingeborg Norden. - Minor fixups to the borg - it understands traps now. (Code from Matt T.) - Huge cleanups to the lua interface - instead of using set_blah(), use inc_blah() or clear_blah(). - Added a "return" flags to some items. This causes them to return to your hand when thrown. - Thrown weapons stack in your inventory. - Gave rogues an extra shot with a thrown dagger at level 10. - Only delay on TERM_XTRA_DELAY when the requested delay is >0. This should speed up the Borg a lot on systems that end the timeslice of the process when calling "usleep(0)". - Fixed a problem with resizing the bitmap in the gtk port, when bits per pixel and bytes per pixel don't correspond (for example 24 bit bitmap, but 4 bytes per pixel). - Fixed the pattern vortex abuse. - Fix problem with open/closing doors in the dark/blind. - Fix problem when there are too many objects on a square to list them all. Just list the first 23. - Fix bug with selling cursed items to stores causing them to be displayed for sale at 0 AU. - Fix bug with bows causing the STR and DEX bonuses to always apply. - Prevent the player from buying stacks of weapons / armour. - Optimised the overhead map and dungeon map term types. They should be much more usable on slow machines. - Fix object corruption in shooting code with regards to the fired ammo being paritally overwritten by a dead monsters loot. - Fix many bugs where changing the ego type of an item didn't cause a pack sort/combine. - Minor error messages are now immediately displayed in the message window. (bug reported by "Mogami") - Make sure regions are loaded properly. Before, we generated everything and then copied the loaded savefile over the top. This screws the object, monster and field lists. We now take care of the creation manually - fixing up the refcounts in allocate_block(). This fixes the "corrupted savefile" bug where the game was bombing out on an assert in object2.c 2.7.3 will load these "broken" savefiles with no problems. - Fix a couple of problems with darkness-causing spells. - Fixed a crash on displaying graphics on secondary terms in a few linux ports. - Removed autoscum and ironman_rooms options. The new dungeon-making algorithm makes much more interesting dungeons... - Removed the old "destroy dungeon" code - the new ruined dungeons look much better. - Made multiple dungeons appear in the middle of the wilderness. The number on the wilderness main-map is the starting depth of the dungeon divided by 10. (Just like quest difficulties.) - Add the pet info screen as an option in the pet menu. - Make the enter key function as 'yes' for yes/no prompts. - Add description lines for objects, and display them in the inspect command. (Most objects don't have descriptions yet.) - Make the "save and exit" prompt work better with bigscreen. - Fix autorepeat bug with menu code. (Makes the 'n' command work again.) - Glyph of warding works again. - Fix generation of crossroads in the wilderness. - Add support for broken Win 2k, which has problems displaying the "centered dot" character. This is from "danceswithcrows@usa.net" on rec.games.roguelike.angband. - Updated the FAQ. - The DOS version can now be compiled with current releases of the Allegro library. - Apply Bablos's fixes to the amiga port. - Fix the query-symbol command so that it doesn't leave junk on the screen. - Highlight quest monsters in visible monster list term. - Fix bounds checking so that rooms next to permanent walls on the dungeon boundary get lit properly. - Attempt to fix the problem where the game generates towns with blank spots for stores, when converting from old savefiles. - Display town names on large scale wilderness map when cursor is on the towns. - Add command to display list of stores for the highlighted town on the large scale wilderness map. - Removed the view_perma_grids option - it didn't do much. - Arena levels only appear in "city" dungeons. - Make deep swamp act safer with regards to resist poison. - Make the borg_cheat_death option work again. Zangband 2.7.2: - Made the HAVE_MKSTEMP option on by default for the linux ports. If you do not have a library with that function the option can be removed. - Fixed makefile.std so that the BSD ports will compile properly. - Fixed some dependancy problems in makefile.std in ports that add extra files to compile to the source list. - Added an option to makefile.std to compile without the gtk libraries. - Made the amiga port use the new overhead map interface. Removed the code that changes the graphical tile indecies only in the amiga port. It is trivial to add it in main-ami.c if needed. - Replaced the Amulet of Adornment with Amulet of Berserk Strength. - Fixed some monster pluralization issues. - The game no longer gives away information by displaying the color of unknown items in shops. - Fixed the bug causing wrong prices for items where the base type has a bonus/penalty to hit or to ac. - Fixed some bugs with the quark handling causing object inscriptions to be corrupted. - Acquirement will not give you cursed items. - Make sure 'good' and 'great' monster drops are not junk. - Added 'elemental' nests. - Add missing EASY_KNOW flags to mushroom types. - The chances for monsters summoned by artifact activations being hostile were backwards. - The depth and xp reward for a few monster types were adjusted. - Correctly handle changing and saving attr/char prefs on systems where 'char' is signed. - Updated configure.in and the makefile system - Changed the internal representation of the stats to be linear. The only gameplay change is the effects of stat loss from time effects. - The stats are displayed in decimal. - Don't adjust stats below 3. - Smoothed out the effects of stat potions. - There is some randomness applied to the last digit of starting characters' stats. - Added some borg fixes from Lunal (M. Titus). - Made Rings of See Invisible, Dexterity, Resist Fire and Cold, and Ring of the Cat more common. - Change the nominal depths of many items to match their actual drop depths, or in some cases add or change drop entries to match the nominal depth. (This fixes some old bugs caused by the dungeon rearrangement in 2.5.x) - Fixed the bug that caused arrows that miss to disappear and corrupt the object arrays. - Allow magesmiths (weapons) to enchant deadliness a bit higher, and display the possible enchantment correctly. - Fix browse info for many spells to actually match what they do. - Allow the player to dimension door onto trees. - Fix bug with drawing the player's light right after sunset. - Updated the help files. - Fixed a bug found by Victor Chou where the first item on the floor was used when you pressed '-' at the item prompt, even when that item was of an incorrect type. - Fixed the double-free bug for quark strings found by Randy Heit. - Halve the cost of using the magetowers. - Fixed a bug causing using a magetower with monster lights on to crash the game. - Changed the price of identify pack and restore all stats building options. - The stone wall spell doesn't affect permanent grids now. - Fixed the racial and mutation activation menu. - The *identify* information now uses bigscreen. - Fixed bug that caused heavily cursed items to be mistakenly shown as permanently cursed. - Scrolls of *Identify* give the message "You have nothing to *identify*" if they have nothing to work on. - Made sure the starting town has a Bazaar. - Added a hugely altered version of Tim Bakers Tcl/Tk port. This is alpha-quality and most functionality is currently disabled. It will be renabled over time. Start the game with the -mtnb option to try it out. The code has been changed to be much more portable than the original version. Other angband varients will be able to use it if the maid-grf interface is ported over. This port requires tcl/tk version 8.4.0 or higher to compile. - Changed alot of the string formatting code to be more powerful. It now can include colour codes, and calls to specialized format functions which can take arbitrary inputs. - Changed the message and screen display code to use the more powerful formatted string input. - You can use the escape character '$' followed by a letter from A to P in an inscription or player name to make coloured text. - These escape sequences also work in the help files to allow coloured text there as well. - Moved most of the low-level interface code to a new file: ui.c and created a generic menu system in that source file, instead of using many copies of virtually the same code throughout the source. - Simplified the API of the fields code by using vaargs instead of pointers to arbitrary structs. - Updated the Lua source to the 4.0.1 release. - Changed the terms code so that Term_save() and Term_load() will work with an arbitrary number of saved screens, rather than just one. - Changed the ascii art in the winners crown. - Removed the old code used to output a matlab .m file used to balance the dungeon distribution of monsters. - Removed many unused options from the borg command screen. - Removed all users of sprintf() in the main source, and replaced them with the safer strnfmt(). Changed all uses of strcat() to strnfcat() or strnfmt() to prevent buffer overflows. - Fixed crashes in the wilderness caused by recursion in trying to place monsters on swamp or lava tiles. - Fixed bug when buying wands from stores when you already have a stack with more charges than the number in the store. - Inscribing things with the '!' modifier works again. - Fixed some major bugs with spell effects and objects. The first object in a pile was affecting what happened to the ones below it in strange ways. - Prevented artifacts being created with +0 stealth. - Fixed enormous bug that was corrupting the player inventory when loading some savefiles. - Made spells work on the fake wilderness boundary squares. - Changed phantom beasts from light to dark blue, so they don't look like phantom warriors. - The rarity of a monster is now displayed in the monster memory. - Automatically load 'player.prf' at startup/birth. - Decreased number of messages displayed in character dumps to be 50 by default. (There is an option to restore the old behaviour.) - The deepest kills are displayed in character dumps. - Added a new item "Whip of Entanglement" - Fixed loading savefiles from dead characters. - Put the auto-notes files in the 'user' directory, instead of the savefile directory. This works much better in multi-player machines, where the file will be put in the ~/.angband/ZAngband directory. - Monsters killed in the wilderness now have reasonable drops, instead of having ones calculated as if they are on level zero. - Fixed the vanilla town option so it doesn't crash when the town is made. - Get rid of inconsistancy of colouring between charging and fully charged rods. - Jungle no longer makes running extremely annoying. - Immobile monsters don't say they are fleeing. - Fixed display bug with reading phase door scrolls on the ground. - Fixed the 'paralyzed!' message, which wasn't updated properly. - Improved the description of time attacks. - Fixed the problem with monster AI that was exposed by the day of the dove spell, and mindcrafter domination effect. - Made sure you can always see the price of items you are buying or selling by putting them on another line. - Fixed the silly message when removing an item you are wearing. - Fixed the mindcrafter psychometry spell to work like the mage identify spell, and only list available items. - Only show inscribed objects in the uninscribe command menu. - Fixed bugs with uncursing items, where the players information wasn't been updated fully. - The shatter armour / weapon effects now update the players object feelings. - Fix infinite loop when you try to dimension door to your current location. - Made the mindcrafter power menu work more like the standard spell menu, and display the available options all the time. - Fixed off-by one bug in object allocation code. - Fixed major bug when objects in the players pack combine. - Fixed a bug where non-passable fields weren't working as planned. - Selling items was giving free identify for the rest of the pile. This doesn't make sense for wands. - Prevent towns from having blank names. - Display the starting town name properly when the game begins. Zangband 2.7.1: - Split off the graphics-specific code in util.c and moved it into maid-grf.c - Added an overhead map interface into maid-grf.c This allows access to what the player knows about his surroundings in ports and in the borg. - The wilderness size is no longer editable via misc.txt, changing it caused savefiles to break. - Added terrain feature flags to f_info.txt and simplified most of the enormous if statements dealing with properties of terrain. - Added the missing walls to the overhead map priority list. - Improved the vanilla town so that the stores are distributed more evently. - Added a new option to the query symbol command. Ctrl-K will list the monsters you have killed as this player. - Added missing do_cmd_rerate() to the lua interface. Potions of new life wont crash the game now. - Reformatted the recharge building menu. - Added APW's [Z] borg for 2.4.0 This has been changed an awful lot, with nearly all of the low-level code now different. It uses the interface in maid-graf.c as much as possible, instead of going through the terms interface. This means that graphics is automatically supported. It also simplifies things enormously. It is still extremely buggy with heaps of missing features. eg. It doesn't know about traps, artifacts or the home. - Improved the pack AI. - Fixed loading of 2.6.2 savefiles. - Fixed the chest-inside-a-chest bug. - Torches given at birth will stack with those found/bought later. - Remove curse is more powerful, and will uncurse items in the pack as well as those being worn. - Fixed bug where AC and to_hit were much easier to enchant upwards than intended. - You require a large weapon skill in order to get a large number of attacks. This fixes the bug with mage combat ability being too large. - Changed the monster-nest/pit implementation. - Tweaked white ants a little bit. - Added a couple new monsters and renamed the second type of giant red ant to giant fire ant. - Updated the emx makefile. - The ZAngband Borg screensaver should load it's display preferences from 'zangband.ini' instead of 'angband.ini'. (It is disabled at the moment though.) - Optimised update_view() a little bit more. - Updated the indenter script to more closely match the Angband coding style. Nearly all of the source has passed through this indenter. - Items that give extra blows work again. - Made the Ring of Elemental Mastery more powerful, and fixed it so it can actually be generated. - Made elemental attack stat-loss rarer. - Stores now stock items they buy from the player if there is room. - Renamed a few stores, and added a Bazaar to the starting town. - Make stores only buy appropriate items, since the player can still sell anything to the Bazaar in the starting town. - Fixed the bug that was causing some stores to have no items for sale. - Add farms to the wilderness. - Made the more powerful shops much rarer. - Modify the price formula for enchanted items to be more reasonable for very high enchantments. - Add magetowers which can teleport the player between towns. - Use a more meaningful character for towns on the wilderness map. - Display the difficulty of quests on the overhead map. A '4' means a quest equivalent to depth 31-40. - Fixed the major bug with wilderness quest difficulty. - The large-scale wilderness map no longer shows area outside the world. - The distribution of town sizes should be better. - Scale the "law" map so there is equal area at each difficulty level in the wilderness. - Add a new option, ironman_deep_quests, to make dungeon random quests more like ZCE's. - Correctly notice kills of yellow lights. - Added more coloring of the monster memory. - Fixed the quark code so that objects don't lose their inscriptions or artifact/ego names. - Fixed bug the prevented weapon type effects from taking place. (Found by Zedar) - Cleaned up the projection code somewhat. Now missiles will travel in much 'straighter-looking' lines if possible. - Fixed the bug caused when shooting at monsters hidden behind other monsters causing the shot to hit a wall. - Changed the low-level object code. Moved the scanning of lists of objects to use an iterator. Changed how object compaction works. Changed things so that there are no statically defined objects. This prevents massive memory leaks now that quarks are refcounted. Changed the player and store inventories to use linked lists of items in k_info.txt This yields massive simplification of code that is duplicated everywhere. Equipment is still stored as an array. - Added a couple of weak low-level rings. - Added message-colour modifying to the '&' command. - Removed the old Mac port - now main-mac.new is main-mac.c - Turned the -DUSE_TRANSPARENCY compile-time option permanently on, as in the Angband cvs. - Replace The Cloak of Benedict with The Filthy Rag of Keri the Humble. - Removed haggling. - Removed support for savefiles before version 2.2.x - Improved the "standard" makefile alot, and moved many of the other makefiles inside it as options. Use "make -f makefile.std portname" to compile with this makefile. The default port is linux. This breaks some ports... but having out of date makefiles was even worse. - Removed the makefiles of ports that have been merged into makefile.std - Added a view towns option to the ~ which shows towns you have visited and the shops in them (and whether or not the town has stairs) - If you have toggle_xp on, it displays NEED instead of EXP in the main screen. - Display some obvious object flags on the 'C'haracter screen. - Removed two useless flush options, and the flush function works now. - Lua understands dos path seperators as well as unix ones. This means that cyg-win can now compile the complete game. - The "Wall of stone" spell no longer can destroy permanent rock. - Mindcrafter starting potion changed from Restore Mana to Restore Wisdom - Fixed the stat code to work properly again. The birth process in 2.7.0 could give way too large of a bonus to certain stats. - Make a few artifacts deeper and rarer. - The Oberon quest needs to be level 99, not 98. - Made the object list menues look better in bigscreen mode, and now always show the list of available choices. - Spell menus always show the list of spells now. - Made lanterns, torches and oil slightly more common since the phial is now deeper in the dungeon. - Changed the damage dice on whips and clubs. - Fixed the wrong racial ability description for Half-Trolls. - Terrain feature descriptions are now gramatically correct. - Added a new sword type 'elfblade'. - Moria Mode now invalidates several options that did not exist in Moria: connected stairs, autoroller, and point based generation. - Removed some old and broken options. - Made dragon shields and helms rarer. - Added a function to calculate the distribution of an object in the dungeon mathematically, rather than using a Monte Carlo method. - Disallow floating point in the source. - Added u64b and s64b types. This probably breaks most of the makefiles / ports. We fall back to "long long" if not using a C99 compiler. If your machine definately doesn't have a 64 bit type, you can disable the (currently tiny) code in wizard2.c that uses it. Most machines with enough ram to play the game will have a compiler with a 64bit type though. - Monsters with RAND_50 | RAND_25 will only make the 75% check, not the 50% and 25% checks as well. - Fixed the broken "flow by sound" code. - Fixed the bug with night->day transition in wilderness not resulting in map memorisation. - Wilderness quest object no longer make a sound when created. They can now be enchanted when found. They can be found in piles. - Turned on ironman_los permanently. This probably breaks things. - Quest descriptions now take into account the depth_in_feet option. - Attempted to fix use of roguelike keyset with the buildings. - Added a new option: view_player_colour. This toggles the colouring of the '@' character when you are hurt. - Got rid of a huge number of compile warnings from the lua code. No warnings are generated by the wrapper files now. - Removed a heap of warnings from the gtk and xaw ports. - Fixed saving of message colours in the savefile. - Updated the FAQ with recent common questions. - Removed the lua wrapper files from the archive, they can be created from the makefile. - Fixed a problem with the autoconf bootstrap method. - Rangers are better, not worse at hitting monsters hiding in trees. - Normal stores can generate good or excellent items again. ZAngband 2.7.0: - Removed the python code, and replaced it with scripting using Lua. - Added scripting for food, potions, scrolls, wands and staves. - Fixed the Amberite racial skills. - Climbing stairs no longer takes zero game time. - Replaced the combat system with a simplified version of Oangband combat version 2. Changes include: - Enchant scrolls act more like stat potions, the increase is variable. - The critical hit formula is simpler. - The deadliness calculation is linear. - The intrinsic percentage deadliness is shown on the weapon. - Changed the damage dice of arrows and bolts. - Updated util.c to be more like that in newer versions of Angband. - Updated the init code to the Angband 2.9.3 codebase. - Zangband handles file permissions like Angband. - Updated the mac, windows and dos ports to use the latest files. - Updated the gtk port to use pelpels menu code. - The newgame command line flag now works properly with the gtk port. - Removed many magic numbers from the sourcecode. - The chaos patron big heal reward now restores stats and then heals to ensure full heal like the potion of life. - Removed non-maximise mode, and changed maximise mode to have more variablity at the start of the game. This method takes the best attributes of both old options. - Disintegrate affects the new terrains in a smarter way. - Fixed possible crash in displaying shape-changing monsters. - Fixed the ironman_los option. - The ATTR_MULTI flag now takes into account the breaths if the monster has any. This is similar to the code in Oangband. Several vortices and Wyrms now use this flag. - Changed curse display on the info screen. A permanent curse is displayed like an immunity. - Added the improved identification patch from RML. - Split up the cave data type into player and non-player information. - The memorisation of the map has changed so you remember the terrain features. This prevents you from seeing Umber Hulks approaching as they dig their tunnels. - Added the GRID_SEEN flag from Angband, and optimised the update_view() and map_info() routines to use the new information. - Added a noise-level patch, similar to that in Oangband. The more noisy you are, the further away the monsters will have accurate flow information to your location. - Replaced the underlying wilderness code. The new code allows quests in the wilderness to be made. - Replaced the old cave[][] array with "regions". Regions allow multiple dungeons to be active at once. They also simplify the code for creating towns and quests in the wilderness. - Fixed the rng so it works on 64bit systems. - Prevented the player from gaining extra information when selling items to the rare stores. - Improved the artifact activation messages a bit. - The EAT_LITE mutation decreases o_ptr->timeout instead of the pval of the light. - Replaced the quest code. The new code supports quests in the dungeon wilderness, and general quests. - Fixed the spelling error with Aluminium flavoured items. - Added the missing documentation about the (+x/+y) information on ammo. - The players' colour depends on hitpoint status. - The disturb_traps option now works much better. You will get a message if you move outside a region you have detected for traps. - Major code cleanup - replaced all coordinates in the form (y,x) with the more natural (x,y) form. - The 'use all linux ports' option in makefile.std works now. - Added more lines to mondeath.txt and monspeak.txt - Decreased the xp for the plain gold ring, stopping score overflow. - Fixed problem when trying to destroy closed doors with GF_KILL_WALL. - Made the word of recall scroll more common in the shops and dungeon. - Fixed the road-making code so that it connects to town gates. - Fixed problems with spectres, doors, and the easy_open option. - Fixed the bug with monsters not being able to bash doors. - Fixed the bug with exiting item creation in debug mode early. - Added four new ego types for lites. Lites deliberately have easy_know. - Replaced some artifacts with others from gumband. Other artifacts were renamed to be more in theme. - The phial is deeper in the dungeon, now that there are ego lites. - The inventory and equipment screens now support bigscreen. - The inventory, equipment and floor menu boxes now support bigscreen. - Some of the racial activation names were too long. - Searching is renamed to "sensing", and now has an additional affect on psuedo-id rate. - Fixed display glitch with hitpoint warning menu. - Fixed the rarity inversion of monster pits/nests. - Added the new improved autoroller from Antiband. - Use "player_base".prf for player-specific pref file name. - Cleaned up the AI code somewhat, using some code from Oangband. - Gremlins should have the SILLY flag. - Enabled comments in get_rnd_line() - Added more lines for speaking uniques. - Monsters and objects are not quite so out of depth in vaults. - Passed the code through a hacked-up version of gnu-indent that understands most of the angband coding style. - The svga port now knows about the font location on debian boxes. - Added patch to only darken rods if the whole stack is charging. - Updated the quark compaction code. - Fixed up some bugs in the automake makefiles. - The messages when loading a savefile are now displayed correctly. - Fixed bug with loading vanilla town savefiles with the player standing the lower right hand corner of the map. - Fixed the crash caused by starting the game with the wizard mode option and with a dead character. - Fixed bug trying to display a term with the overhead map, but with too small of a size. - Aquatic monsters cannot be teleported onto dry land. ZAngband 2.6.2: - Made potions of restore life levels more common. - Fixed loading of some 2.4.0 savefiles that weren't working. - Fixed problems with items caused by importing older savefiles. - Added more 8x8 tiles - The wheel of fortune now shows the correct number when it stops. - Fixed out of bounds memory access in dungeon depth display. - Added the coloured monster-memory patch, with a few minor changes. - Added the vcs port mentioned on rgra. - Redid the birth screen with scrolling menus with the help of Matt T. - Added support for autoconf detection of the Athena widget set. - The autoconf stuff can be rebuilt from scratch. - Renamed 8X8.bmp to be 8x8.bmp, it works better on case-sensitive machines. - Fixed the problems with explosive runes. They will only explode if you are standing on them. - Fixed the really weak trap disarm spell. - Added a new race: ghoul. It has two special powers which are: paralyzing touch and eat corpses. - Fixed a bug that prevented skeletons from being resurrected. - Changed the default X11 fonts so that things behave better when people try to redefine them. - 'Normal' artifacts are less common than in 2.6.1, hopefully the rarity now approaches that in 2.4.0 - The correct town names are shown in character dumps. - Slaying weapons now use a different formula for the adjusted damage dice. - Made trump summoning spells more powerful - the formula was based on the old dungeon distribution of monsters. - Monsters now use LOS properly when targetting something. - Secret doors are supposed to look like granite walls. - Scrolls of *remove curse* are more common. - Monsters can open secret doors again. - Objects deep in the dungeon are more varied. - Added an ironman_los option for those who want to play without any line of sight abuses. - Fixed the problem with stacking of wands after loading a savefile. - The monster list term works properly even when the term is too small. - When you punch monsters, you do the damage shown on the information screen. - Graphics now works on 8bit screens in X. (Affects all X windows ports.) - Ghouls gain the 'sense living' ability when they get to level 30. - Increased the price of potions of experience. - The Unicorn of Order can bash down doors. - You can now open chests on the same square as yourself. - Fixed crash when starting with no savefile, and graphics is turned on. - Figurines are no longer found cursed in the dungeon. - Removed two obsolete los options. - The birth screen now shows race and class modifiers when you make your choice. - Added an option to show the 'experience to go until next level' instead of the total experience. - Cheerful leprechauns are affected by the silly monster birth option. - Added a command line option so that you can choose the tileset to the unix ports. - Changed the formatting in the unique killed list to be like [V]2.9.3 - The gtk port is now of at least beta quality. It has been added to the makefile. It supports graphics and bigscreen resizing. - The spell-list term type now adjusts to window size. - Potions of resist heat and cold are more common. - Fixed compilation problems on machines lacking memset(). ZAngband 2.6.1: - The supplies store can sell ammo. - Added an option so that you can set the map to remember monster-lit grids. - Made potions of restore life levels more common. - Items from acquirement() can not be worthless anymore. - Quest rewards are now worth at least (100 * dungeon_level) gold pieces. - The object selection routines used by stores when stocking themselves should be much faster. - Towns now have random names. - Added autoconf support. - Potions of Life will now give back full hitpoints even if CON was drained. - Fixed the building prices. They were off by a factor of four. - The options screen could display bogus options. - Fixed problem with the description given when looking at snow. - Fixed problem with displaying charging artifact lights in the wrong colour. - Fixed an off-by-one error in the object selection function. - The inventory is now reorganized after refueling from a lantern. - The monster list term is now turned off when hallucinating. - Interactions with traps shouldn't cause any display glitches. - Door bashing with '+' command works again. - Fixed an error that was preventing the throwing mutation from working. - Only display the 'gain' message when getting a mutation. - Fixed problem with monsters being able to walk though wall-like squares. - Fixed problem when recalling into the dungeon when the overhead map term was turned on. - Fixed duplicated mutation information for the 'dazzle' mutation. - Updated the message you get when *identifying* artifact lights. - Fixed the problem with starting the game on 64bit machines. - Corrected the color palette for the 16x16 tiles in the DOS version. - The curses interface should now be more compatible with some BSD curses versions. - The '5' key on the numeric keypad should now work in the X11 version. - The X11 and XAW versions default to three windows instead of eight. - Use the mkstemp() function where available instead of the insecure tmpnam(). ZAngband 2.6.0: - The starting town has a fixed list of stores now. - Changed how the sanity-blasting effect of monsters works. It will only happen if you can see the monster. Stats will not be drained. However, you may become afraid, even if you have resist fear. - Made sanity blasting monsters much rarer. - Included 'unseen' monsters as a category in the kill-count list. - The rare book store now stocks more normal books, and less dungeon ones. - Nightmare mode is slightly harder. - Splitted the 'lib/user/' folder into 'lib/pref/' for the default pref files that are distributed with the game, and 'lib/user/' (or ~/.angband/ZAngband/ on multi-user systems) for files created by the user. - Changed object distribution from chests. - Added an alpha-quality gtk port. - Scrolls of protection are now preserved when an object on the floor (including the scroll itself when reading it from the floor) prevents the creation of the rune. - Halved the price of the 'identify pack' service at the Zymurgist. - Small towns can now have special buildings (like an inn). - Updated and added lots of tiles for the 8x8 and 16x16 graphics modes. - Updated the documentation. - Prevented object levels from getting too high and producing lots of potions of new life at deeper levels. - Fixed the problem in stores with examining spell books from realms that you do not belong to. - Fixed several bugs in new projection code. - Fixed a bug in the monster lighting code. - Fixed bug that prevented loading of version 2.4.0 savefiles. - Fixed score abuse when you had zero hard quests. - Fixed a problem with identify not being useable on items whose flavour you have forgotten. - Corrected the prices of some weapons. - The game will now return the standard error-exit code of the system when an error occurs. - Charisma didn't affect building prices in the right way. - Fixed a problem with the xaw port not reading font information from .Xdefaults. - Re-detecting forgotten traps works properly now. - The 'use old target by default' and 'equippy chars' options are now disabled in Moria mode. - The default birth options for new characters can now be set from *.prf files. - The used staircases is now marked as known when entering a new level. - Refulling a latern from another latern in the inventory will now correctly update the inventory and equipment windows. - Corpses are now correctly updated when switching Adam Bolt's tiles off. - Fixed annoying lack of redraw when moving about the wilderness map quickly. - Rangers were *worse* at shooting a monster in a tree than other classes. - Added some extra checking in the bitmap loading code. - Fixed a bug with mimics in the 'visible monsters' window. - Fixed bug with the fake_monochrome flag not being updated when the graphics type changes. - Fixed display of item to be picked up when covered with gold, when several options were set in a certain way. - The race- and class-specific player icons work now with the 8x8 tiles. ZAngband 2.5.6: - Shifted store names over so that the long ones fit along with the maximum price. - Fixed display of the 'curse' line on the info screen so it shows the Permacurse or Evilcurse. - Figurines are green instead of blue, to match the stores. - Tweaks to the object prices and distribution. Restore stat potions should be buyable at the alchemist. The distribution of Ego items in the dungeon has been tweaked. - You can use the '5' key to enter stores while standing on them. - Added a user-editable 16x16 font for the projected view. - Stores will buy more types of items than they sell. - Increased maximum number of spikes you can jam a door with to 2^16 - 1 or so. 3 tonnes of spikes should stop a few monsters... - Fixed combining of {empty} wands with non-empty wands still keeping the {empty} inscription. - Quaffing potions of salt water no longer causes a dangling pointer which can read in garbage values for the change in 'hunger' value. - Made the "normal" stores and home, more common. - Your inventory updates as rods recharge, not just when all have recharged. - Fixed loading of old savefiles. A possible crash has been prevented, and the starting town is correctly drawn. - Fixed bug in number of monk attacks you get depending on encumberance. - Torches and lanterns now use the timeout variable, instead of pval. This will allow ego lights in the future. - Added the LITE flags to the artifact lights. They show up as providing light on the info screen. - Fixed various bugs in combining ammo with other ammo. Fixed bugs in combining ego items. - Fixed bug that was turning "good" quest rewards half the time into "bad" items. - Made the pval of various rings and amulets affected by the values in k_info.txt - Added the y/n/k prompt to the easy_floor option, when there is only one object to pick up. - Removed several options, and moved others around. This includes turning the AI on, and adding a smart_packs option. The monster lighting no longer has 'testing' status. - Fixed the case when a menu has zero available options. - Added the casino, inn and healer back in. - Fixed monsters breathing much less often than normal with the AI on. - Lowered overall monster-level of the wilderness. Made the starting town be placed in the 'easiest' place in the wilderness. - Improved the chance that towns have stairs. - Major cleanup of the unix ports. The maid-x11.c file now behaves properly. - Added proper ascii support to the projected view, using the 16x16 font. It now works properly, and is fast enough to use except when the center on player option is on. The tile size is adjustable to multiples of four, and the look of walls is tweakable. (See comments in header of main-xpj.c) - Cursed arrows hit half as often as normal arrows. - Reverted the overhead map code to work the old way and made it look better in graphics mode. - The 'Yellow light' can now blind you when exploding. - Fixed the bug in the weaponmaster when showing minimum damage. - Improved the distribution of books in the normal bookstore. - Prevented the stack-smash when too many monsters explode at once. - Turned off illumination of walls with the view_torch_grids option on. (This option does not work correctly.) - Fixed messages received when you look at or discover a mimic. - Rewrote los and projection code so that they work the same way as the view code. You can hit anything you see, and nothing you can not. 'Trick shots' are not possible. (Every shot is a 'trick shot'.) - The amnesia attack is more powerful. You will forget the tried status, and flavor of objects. - The formula used for monster fear ignores attacks that do zero damage. - Fixed bug that was preventing the rarity value of stores from having any effect on their distribution in towns. - Moved the platform-specific externs to h-system.h, and out of main.c - Made the cursor a rectangle instead of a filled box, on xwindows ports. - Fixed a crash with some beaming spells. - The projected view port now has an ascii mode (controlled by the '-g' startup option.) - Things are no longer always invisible in doorways in the projected view. - Reduced bonuses to slaying ego-items in some cases where they were too large. - Lights are yellow in your inventory, not grey. - Fixed quest message being on two lines instead of one. - If a message is displayed while the dungeon was generated, you won't see half the dungeon lit. - Cloaks and boots count as armour now. (Not 'tools') - The XAW port is now smart enough to understand the fonts defined in environment variables, and in z-config.h (As well as in .Xdefaults) - Fixed a bug with the monster lighting not lighting other monsters properly. - Stopped the projection routine being too smart, and not hitting monsters you are aiming at. - Reordered some of the shop attr/feats. '0' now stands for 'other'. Warrior halls are now '0', and lots of the old '0' stores have changed. - Made the vanilla town shops look like the vanilla versions used to. ZAngband 2.5.5: - Items of Curing now heal hp as well as removing bad effects. - Disenchantment resist protects against disenchanment traps. - Improved the saving throw for artifacts against being blasted. - Fixed bug in the 'cursed' line on the info screen. - Fixed crash when there are too many 'interesting' squares to look at. - Store entrances no longer block magical effects. - No traps in rivers. - {empty} wands and staves are 'noticed' when you find out, not later on. - Changed distribution of figurines, so they do not depend on the players current depth. (Otherwise figurines in stores aren't very useful.) - Corpse decay messages are only displayed if disturb_minor is on. - Improved quest rewards. - Added about one hundred new store types (Jeweler, Clothes Store, Fletcher, Scroll Store, Ammo Supplies, Potion Store, Food store, ...). - The starting town has a supplies store that carries potions, scrolls, weapons, armor, food, light sources, ... - Added a 'monster list' term type, which displays a list of the monsters you can see. - Added 16x16 tiles for most objects. - Corpses now last longer before they decay. - Random artifacts have a chance to get boosted damage dice. - Balance changes: - Boots and gloves are more common deeper in the dungeon. - Changed some of the better '1dx' weapons to be 1d(2x) or there-abouts. - Most of these weapons are deeper in the dungeon than they used to be. (This makes some of the spears more useful in [O]-based combat.) - Moved the various healing potions in depth. - Changed the damage dice on some artifacts. - Rods should now be deeper than the corresponding staves. - Increased the gold value of hit, damage and AC bonuses. - The identification menus will only show unid'ed items. - The magesmith now enchants items differently. You get more for your gold. - The game tries less hard to make objects of a given depth, and is more efficient at using object themes. - Pressing -ESC- at the -more- prompt skips all messages until the you are hurt, or your turn comes around. - {bad} items are on average less bad. - You are allowed to tweak random artifacts in debug mode. - Changed the weaponmaster so that it looks at one weapon, and also *identifies* it for you. - Your gold is displayed on the screen when you are in a building. - Made mimics harder to spot. - Random quests won't use "easy" monsters. - Cloaks of Aman get high resists like they should. - Optimised the 'projected view'. - Fixed the labels in the chardump so that homes are listed properly. - The 'destroy on pickup' now works alot more like the normal destroy command. - Changed the behavior of traps so that they trigger and disarm more often. - Fixed the message on entering a quest with one remaining monster. - Light sources in your inventory are sorted by fuel level. - Fixed how corpses look in 16x16 tiles. Transparency is used properly. - Generating artifact spoilers now works properly. - The players tile changes when polymorphed. - You can now tunnel into pillars. - The RNG is now re-initialised when loading a dead character. - Do not calculate the probability distribution of objects in debug mode, unless asked. - Prevented the winning artifacts from being generated early. - Prices for services in buildings depend on your charisma and race. - Objects that sustain and increase a stat are shown more clearly on the information screen. - Artifact creation scrolls can no longer be used on ammo. - Fixed bugs in the lighting code. - Fixed a bug with earthquakes and fields. - Unidentified items can no longer be sold for their real price. The 'base' price will be used, as it should have been. - Fixed bug in the berserk mutation. - Oceans look nicer now. - Towns have a minimum seperation. - Removed unused info.txt files for the old fixed quests. - Ego diggers get the correct pval. - Fixed inequity between monster drops and items in vaults. Both use the same method now. - Monsters stop attacking when they die from an aura. - Tweaked main-gcu.c so it worked better on BSD machines. - Prevented stupidly small windows in the main-gcu port, when the screen was slightly larger than 80x24. ZAngband 2.5.4: - Tweaked the initial towns and their surroundings to make them more hospitable to starting characters. - Tweaked item distribution to make weapons more common in the deeper dungeon and bad items less common generally. - Neither vaults nor random artifacts will be generated when in ironman_moria mode. - Changed the pick-up prompt to (y/n/k) where 'k' will destroy the item. - Water in the wilderness is no longer lit at night. - If an invisible monster drops a corpse when killed, the kill counter is incremented. - Added additional shopkeepers for each special building. - Added additional context sensitive help for the birth process and for debugging commands. Minor fixes and updates to the help files. - Added an experimental main-xpj.c file which uses a projected 3d view (pre-alpha, do not use). - Added Debian and OpenBSD (needs testing) options to the standard makefile. - Updated mask.bmp and the graphics pref files. - Fixed an error in the calculation of activation energy for magical devices. - Fixed some loopholes in the imnplementation of the recall code. - Fixed a bug which prevented ego ammo from stacking properly. - Fixed a bug with the graphics tiles for shop and building doors. - Fixed a bug allowing of Resist Acid to be created. - Fixed a bug with the ancestral kill count. - Fixed a problem with roguelike commands in the special buildings. - Fixed the bug which occasionally crashed the game when monsters stole from the player. - Fixed the mutatalist so it shows you the altered prices as you gain and lose mutations. - The Cygwin makefile will now produce executables that work without the "cygwin1.dll". ZAngband 2.5.3: - Added roads between the towns to the wilderness. - Added lakes (of various kinds) to the wilderness. - Enchanted ammo is now cheaper. - Tweaked the enhanced damage dice of weapons. - Fixed a bug that allowed monsters to walk through pillars. - Fixed a bug with random quest rewards. - Fixed a problem with 'Vanila town' mode and the dungeon 'M'ap. - Light carried by monsters is no longer visible if the player is blind. - Toned down some of the nastier traps. - Improved handling of the bigscreen feature in the Windows port. - Updated the bigscreen code to be simpler and less "hack'ish". - Added some new 16x16 monster and terrain tiles. - Reduced DSM breath damage by one-third. - You can now press 'S' while choosing your magic realms to restart the birth process. - *Identifying* a book (or eXamining it in a store) will now print out a list of it's spells. - Amberites can no longer resurrect themselves via their curse. - Chopping down trees no longer creates snow covered terrain. - Caverns and lakes in the dungeon are less common. - The "bright flash of light" message is now only printed if a trap is destroyed. - Improved the message given when the game is started with the '-?' option. - The "fetch" command no longer can get artifacts from afar. - Changed the wand stacking code to be more intelligent. It now keeps track of the total number of used charges in a stack. You sell / recharge the wand with the smallest number of charges. - Large changes to how objects are created and stored within the game: Ego items now use the level / rarity in e_info.txt. The object selection function is much more efficient. Monsters drop "themed" objects - by picking kills, you can select what type of items you get. Changed the distribution of items in the dungeon. There should be much less junk created now. Monsters drop less items, but the average quality of drop will be higher. "good" and "great" have changed meaning - they are now level offsets. Added three new pseudo id flavors. "bad", "dubious" and "tainted" Cursed items in the dungeon can have good properties. The rarity graph in wizard mode is now correct. Disabled the autodestroy worthless items option. This shouldn't be needed now that worthless items are rare. - Added many more lines for the speaking uniques. - Chests use "themed similar" objects like [O]. - *destruction* now destroys fields properly. - Creeping adamantite coins are now green just like the coins and armour. - Fiddled with the probabilities of vaults and unusual rooms. - There are less arrows in a pile. - Turned fields on in the wilderness. - Implemented stores and buildings as fields. - Changed the options code to be more like Angband. - Major cleanup of global variables - most are moved to player_type. - Added Ed Cogburn's Tombstone patch. - Tweaked the stats or descriptions of many monsters. - Removed virtues from the '~' menu. Option 7 still works though. - Added an ironman_moria option. The good old days. - Mindcrafters start with a dagger instead of a short sword. - Swapped first two mindcrafter abilities. - Unidentified wands stack now. - Using an artifact creation scroll is much less risky. - Merged makefile.lsl into makefile.std - Added context-sensitive help for the option screen. - Randomly sized cities are created in the wilderness. - Updated main-mac-carbon.c so that it actually compiles. - Rangers get one more extra shot. - Toned down speed increase of activating items. Staves always use 100 energy. - Added some of the more useful "new" buildings in 2.4.0 - Changed how word of recall works. You can only recall into the dungeon when you are standing in a town with stairs. - Added a new building type - the map maker. - Removed virtues from the chardump. ZAngband 2.5.2b: -The "Good luck" and "Bad luck" mutations no longer affect unweildable items. The "Good luck" mutation can no longer be abused with memory mosses. -Fixed a bug in the dynamic monster lighting. -Increased the price of powerful rods. -The map should no longer "jump about" when the center on player option is on. -You get a maximum of 600gp for left-over points in the point-based character generation. -Glyphs of warding and explosive runes can now be created. -You can't run into traps any more. -Bugfixing and cleanup of the dungeon generation code. -Shooting at monsters adjacent to you is much harder if they are awake. -The death spell "raise dead" now raises corpses. -Added yet another type of random vault. -Pillars now use the pillar tile. This tile is "semi-graphical" in X11 when in ascii mode. -Added three new types of rooms. (Some with multiple sub-types.) -Fixed a couple of problems with mindcrafter spell descriptions. -Closed several possible security holes in the pref-file handling. -Renamed makefile.cyg to match the other makefiles. -Fields now have tiles on the main-ibm platform. ZAngband 2.5.2: -Added monster lighting effects. This is similar to the monster lighting patch from APW, however it is much more efficient. Also, there are three possible light radii instead of one. -Corpses now are dropped by monsters when they die. These decay over time, and cannot be picked up. Some monsters have spells that raise all corpses in LOS. -Removed the bash command. Use the open command to open stuck doors. -Completely rewritten traps code. The types of traps are now level dependent. There are new types, and some old types are nastier. -Added a version of the big screen patch. -Items are *identified* in death chardump. -Fur cloaks are cheaper. -Changed the shots per round display. Changed the formula for extra shots. Large numbers of "extra shots" are less powerful now. -Beastmen going up multiple levels get an increased chance to get a mutation. -Many optimizations to the monster AI. -Speedups to the term code allows quick redrawing of rectangular sections of windows. This speeds up redrawing as other windows move in front of terms. -Major optimisation of functions in cave.c The game may be twice as fast in some situations. -Fixed bug in the anti-double-move patch. -Fixed various bugs in dungeon generation. Toned down the "unusual rooms" option. It now makes unusual rooms, not vaults. -Ammo is found in bigger piles, and is easier to enchant. Mushrooms are found in clumps. -Grid bugs are less common now. -Mushrooms of cure serious wounds now weight as much as every other mushroom. -You can now drown in the ocean. -Iron spikes are lighter now. The stuck door formulae have changed. -Weapons of poisoning are now known as weapons of venom. -Sting now gets +2 attacks. -Fixed a bug in the range of fired ammo. -Fixed problems with the meteor storm spell. -Moved Earth hounds to the intended depth. -Fixed several bugs in the note-taking code. -Fixed "scroll of Logrus" typo. -Changed projection functions to give information only if hit squares are in LOS. This fixes bugs with identification of wands of "stone to mud". -Fixed the confusion activation direction problem. -Fixed some long standing bugs in the monster flow code. -Finally fixed the last of the problems with the fractal caves patch. The game shouldn't crash on dungeon creation any more. -Wilderness panel initialisation fix. This should stop the empty screens appearing in vanilla town mode. -Fixed problems with bounds checking in random vaults. -Cleaned up the "Easy Patch". The code is now integrated much better with the normal behaviour of the game. -Chaos warriors are now initialised properly with the point-based birth system. -Fixed inconsistancy between monster-monster and monster-player spells. -Fixed the weaponmaster code. (The building isn't used though.) -Updated makefiles for CygWin and LCC and removed unused parts of the source code. ZAngband 2.5.1: -Removed some compiler warnings. -Documentation updates. -Weakened the Death Ray spell somewhat. -CHECK_MODIFICATION_TIME should now work correctly for Macs. -Added a SILLY flag to r_info.txt. This will allow people to turn off 'silly' monsters via a birth option. -Sanity blasts have been switched back on but toned down. -The 'wasting disease' permanent stat drain has been removed. -Displaying the character history is now possible by pressing 'h' when rolling the character (not yet in point-based mode). -Closing the Win32 version with minimized main-window no longer causes problems. -The terrain_streams option now does something. It toggles the use of (lava)rivers, (lava)lakes, and trees on level 1. -You can now disarm traps when standing on them. -Rivers should look less silly now. -Changed the drive-letters in the Cygwin makefile from d: to c:. -Fixed some problems with the 8x8 tiles. -Fixed several bugs in dungeon generation routines. -Fixed some missing static keywords. -Fixed a bug with the Amiga map. -Fixed a bug that caused nameless characters to be saved in the wrong directory. -Fixed a bug that messed up objects on the floor when rerolling them in debug mode. -Fixed the vanilla town bug where the stores / home were not saved. -Fixed a problem with the 'Cheat Death' option. -Fixed a buffer-overrun with long notes. -Fixed rounding error with fractional monster experience points shown in monster memory. -Fixed a problem with life ratings and racial intrinsics being mixed up in the self-knowledge scrren. -Fixed a problem with generating full monster spoilers. -Fixed some problems with the monster fleeing code. -Added some monster AI optimizations from standard Angband. -Corrected some silly messages when failing trump summoning spells. -Mindcrafters can no longer get the 'viscous blow' effect when failing to use their powers. -Reduced the multiplier for the throwing mutation it was way too powerful when combined with some items. -Autoscummer cut-offs have been adjusted to reflect the new object and monster distributions. -The monster health bar is now corectly updated when the monster wakes up. -Changed the prices of a few objects. -Mushrooms of Cure Serious Wounds now heal the same amount of hit points as the equivalent potion. -Toned down Arch Viles and made Pink Horrors deeper. -Added a graphical overhead-map of the current level or wilderness area to the Windows version. -The large wilderness map can now be scrolled. -Towns are no longer concentrated in one corner of the wilderness. -Ocean is now very deep water. -The 'l'ook command now skips boring terrains (grass, dirt, very deep water). -You can now clear Jungle with 'ctrl-direction'. -Monster pits and nests are slightly more common and their intrinsic depths have been adjusted for the new monster distribution. -Stopped pre-emptive tunnel completion when the tunnel meets the caved in regions with trees on first level. -Simplified the dungeon fractal generation code somewhat. -Fixed the problem with main-gcu in graphics mode. Use "-g" to get the graphical walls. -Changed ascii dynamic lighting for red and blue - lava and water should look better now. -Transparency now works in XAW mode. -Added gamma correction for -X11. -You can no longer target friendly monsters by accident. ZAngband 2.5.0: -Completely reworked the wilderness. The extended towns and fixed quests are not available at the moment. -Towns now have locked gates so the nasty monsters in the wilderness cannot get in. No experience is given for picking them. -Added a feature to allow your game to be automatically logged. You may append notes to the log file by pressing ':'. -Added point-bases stat allocation at birth (adapted from standard Angband). -Revised monster and object listings to distribute them more evenly throughout the dungeon. -Added the CAN_SWIM and CAN_FLY flags to deep uniques. -Slow and haste spells acting on monsters will decrease in effect if the monster is already slowed/hasted. -Fixed a bug that forced parsing of v_info.txt every time the game started. -Fixed the problem with vampiric attacks, where only if the monster was seen, was the hp bonus given to the player. This was done via the addition of a new GF type: GF_NEW_DRAIN. -Lava rivers are found deeper in the dungeon. -Fixed some out of bounds accesses of the wilderness map. -Added out of bounds checks to the running algorithm. -If you choose more than 20 quests, the chance to get excellent items is decreased. -The number of random quests chosen appears in the character dump. -Fixed problem with some messages that were given when the subject was in "LOS" but not visible due to lighting effects. -Added bugfixes for the amiga overhead map. -Removed excess elemental resistances from a few monsters. Now, only very powerful, or multihued monsters will resist all five basic elements. -Running next to the wilderness boundary no longer should crash the game. -Increased number of affectable squares to 1024 per projection. -Fixed problems with monsters passing through walls, passing through other monsters and passing through the player. -Fixed the "missing monsters" bug. -Items that grant extra blows are now worth slightly more. -Fixed some problems with taking various actions near the wilderness boundary. -Vampires / vampiric mutation can no longer be used if you are afraid. -You can choose a random number of random quests when generating your character. -Removed makefile.org (It was a copy of makfile.std). -Removed the overhead map in vanilla town mode - it isn't needed. -Removed some warnings given by VC. -Score now rewards ironman options rather than penalizing options which can be turned on and off. -Adjusted minimum levels for the various types of rooms. -Adjusted probability to use the new corridor type. -Rescaled the monster breaths for the 30% reduction in monster hp. -Renormalised the shop items to use the changed object depth distribution. -Changed DSM to be more useful. More damage + can be activated more often. -Made the weaker healing potions / staff heal more damage. Before they were completely useless. However, they are slightly more expensive to compensate. -Altered monster saving throws to use the changed dungeon distribution. Some spells are much more useful now. -Changed the failure rates for monster-monster spells. -Recharging spells are more powerful. -Changed the power of many rods/ wands/ staves/ scrolls and artifacts. They are more useful now. -Most wands/ staves/ rods and a few scrolls are cheaper. -Changed the prices of the armor. Changed the prices of the ego items. -Rebalancing the artifacts. A few have had a price cut. A few have had various flags removed. -The energy it takes to zap a rod/ aim a wand / use a staff and activate an artifact now depends on the players device skill. -Changed monster critical hit code so that stormy doesn't get insta-kills quite as often. -Golems lose their "nostun" ability in hard games with the ironman options on. -Added numerous new vaults. -Added new graphics tiles by Marten Woxberg. -Revised and re-ordered the options menus. -Switched off the sanity blasting effect when seeing an eldritch horror. -The Nazguls can no longer be killed by other monsters. -Made cursed items somewhat easier to activate. -Statues now do more damage when thrown. -You can now throw wielded items. -Items inscribed with '=g' will automatically be picked up. -Escort monsters now have the same alignment as the monster they are escorting. -The most powerful monster attacks (breaths and mana and darkness storms) have had their max damage reduced by roughly 30%. -Hobbits and Sprites now have an 8-sided base hit die. -Pits will no longer contain opposite-aligned creatures. -Removed the effect of the virtues on player-summoned monsters. -Killing evil angels no longer has the same effect on virtues as killing the good angels. -Minor changes to some monsters (including making Cyberdemons stupid). -Enhanced the available dialogue for certain speaking monsters. -New monsters, observed melee attacks and graphics to be used when the player is hallucinating. -Pets should no longer cast ball spells or breathe at monsters if the player is likely to get caught in the ball/breath. -Restored the wizard-mode damage message which will now also display the damage for shield bashes. -Changed the way base hitpoints are calculated to reduce the spread caused by extreme life rating values. -Coordinates are now displayed when targeting in wizard mode. -Pressing '|' on the options screen will save them to "pref-opt.prf". -Enhancements and fixes to main-win.c, main-mac.c, main-mac.new and main-mac-carbon.c. -Added makefiles for the Cygwin, LCC-32 and Borland command line compilers. -Graphics under x11 / xaw. -Enabled transparency for x11 systems (this is a hack). -Changed the x11 / xaw versions to use semi-graphical characters in ascii mode. -Changed the pref files so monsters that look like terrain, also get changed when graphical characters are used. -Added some Draconian histories. -Added a patch by Jason Willoughby to remove Y2K warnings when compiling. -Fixed a bug that crashed the game when looking at quest entrances (Note: made obsolete by the wilderness changes). -Minor fixes to the combat code. -Toned down the damage dice of some artifacts. -Tweaked the levels at which monks gain additional attacks. -Tweaked the line-of-sight code. -Tweaked spell-casting AI to reduce the chance of smart monsters healing and teleporting. -Added a new type of bolt (a "steel bolt"). Some missiles are no longer sold in the stores. Missile rarity tweaked. -Fixed graphics in the x11 port. -Fixed the problems with too much or too little speed (patch by Mitsuhiro Itakura). -You can no longer recall into rubble. -Prevented ironman characters from recalling to town under certain circumstances. -Fixed a bug when using a scroll of mundanity on the floor. -Fixed the stack overflow in the dungeon creation routines. -Fixed a problem with partial knowledge of stats when identifying Pattern Weapons. -Fixed a bug that allowed the player to attack monsters in walls without using any energy. -Fixed a problem with item activations when wielding them from the ground. -Prevented very fast monsters from getting double-moves against a character moving at a faster speed than the monster. -Caverns are rarer deeper in the dungeon. -Store memory allocation is now dynamic. -Removed a number of unused variables, initializations and some dead code. -Throwing potions at monsters will now identify the potion if the player observes appropriate effects. -Monsters now receive AC bonuses and penalties on certain types of terrain. -Updated the FAQ. -Fishes are now 'l', trees '%' and watery terrain '~'. 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 (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 crashes 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 crashes 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 penalty 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/disallow 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 quitting 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 behavior 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. -Split 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 behavior 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 Wigle's 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 quest monster 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 maintenance 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 rumors 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 within 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 color -Gollum patch (by John May & 'Tim') implemented (slightly 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 fairness' 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 -- 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 -- 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 -- 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 -- 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) -- 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 -- 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...