*** By Jonathan Ellis (email: jonathan@franz-liszt.freeserve.co.uk) *** This is a patch for Angband 2.9.0, containing changes - some of them are merely personal quirks, some are new ideas (four new monsters and two new artifacts), some are cosmetic, but all have been playtested and found to (1) work and (2) be fun (at least for me, the playtester), without making the game either particularly easier or harder - though, from personal experience, there is somewhat less tedium in the middle game (your experiences may differ.) Material from the files contained in the accompanying zipfile is FREE for anybody to use for ANY Angband-related purpose: and while giving me the credit for any ideas you adopt would be nice, it is not strictly necessary - provided you are willing to accept my own right to kick up the backside anyone who uses my ideas without crediting me, should they ever actually meet me in real life, which is unlikely. :-) Note that this patch is for standard Angband ONLY - and is NOT INTENDED FOR VARIANTS. It is compatible with Psiband, GW-Angband and most post-Ben-Harrison vanilla-based variants (it *may* work with KAngband, but don't quote me on that, likewise with SAngband: and Psiband incorporates most of it anyway so using it there is pointless), but NOT with OAngband (for which the monsters will need drastically toning down) or ZAngband, or variants based on these variants. -JLE. ### Note to the site maintainer: This patch is intended to replace the current ### patch "290edits". Please delete that patch. Also, please delete any ### patches by the name of "283edits", "283editB", "283editC" etc. -JLE. Instructions for use: (1) Delete your "edit" and "help" folders from the \lib folder in Angband 2.9.0. (2) Replace them with the "edit" and "help" folders contained in the zipfile. (3) Delete the contents of your lib\data folder, but NOT the folder itself. (4) Start a game. Using this "patch" DOES NOT require any tinkering with the source code of the game, knowledge of computer programming, or any other technical things whatsoever. It is usable by anyone who is capable of moving a file from one directory to another. It is recommended that you finish off old games before installing this patch if you have gone beyond 3000' (dungeon level 60), as monster memory and some item properties may change. It will *NOT* crash your game, or damage your savefile: but the changes of order in the monster memory may result in you thinking you have killed a monster when the game says you haven't, or more likely thinking you haven't killed or met a monster when the game says you have. This is due to renumbering of some monsters in the r_info.txt file, and renaming of some: but the two most important monsters, Sauron and Morgoth, remain unchanged in all respects - if they were alive in your old game, they will be alive in the new game, and if they were dead in the old game, they will remain dead after this patch is installed. The only other problem you may encounter is that exactly four artifacts and three standard items no longer provide confusion resistance, and you may have been relying on them for just that. The items are: the artifacts Dal-i-thalion, Thorin, Zarcuthra and Doomcaller, and the standard items Blade of Chaos and Chaos or Balance Dragon Scale Mail. Characters who were, formerly, using a helmet of Regeneration or Infravision may be surprised - probably pleasantly surprised - at what their item has turned into. Likewise, characters who used to be shooting arrows of Slay Orc and Slay Troll will be pleasantly surprised at getting Acid and Lightning brands instead. And those poor sad bastards who have equipped an unidentified weapon that turned out to be a weapon of Morgul will find that the item *does* have some uses and compensations, but a terrible price is paid for this... There should be NO PROBLEM with most old games (any old games where the character is not wielding one of these items mentioned above), or with ANY new games. ### Changes that have been made are: ### ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Four new monsters (replacing four old monsters) and two new artifacts. The monsters are: dark elven uniques Eol and Maeglin (from The Silmarillion), and non-unique Greater Balrogs and Greater Demonic Quylthulgs. The artifacts are: The Broken Sword "Narsil", and The Palantir of Westernesse (a very rare light source.) Old monsters who have retired are: Tiamat (replaced by a more powerful Ancalagon), Cerberus (Carcharoth has been given more powers to compensate), Hell Hound packs: and there is only one unique Quylthulg instead of two that are near-as-dammit identical. Some items resist fear now. Most notably: Holy Avengers, Crowns of Might, and some artifacts. Formerly, resist fear was defined and could appear as a random resist on Elvenkind armor, but no actual items had it. A couple of new ego-item types, replacing a couple of old types. Other egos have been adjusted (see below.) With the separation of confusion and chaos resistance, some items now resist chaos but not confusion. Some more items resist confusion, in compensation for this. Vaults now have guaranteed good (for lesser vaults) or great (for greater vaults) objects, which are guarded by monsters up to 11 levels (lesser vaults) or 40 levels (greater vaults) out of depth. Other changes, minor and major, have been made to monsters. Most notably, dragons are more scary in melee. Heavily cursed artifacts and ego-items now offer power to the character - but at a price which may or may not be worth paying. In particular, Weapons of Morgul are now usable and useful (the only non-artifact source of Resist Nether), but will drain experience and aggravate, and must still be enchanted to-hit and to-dam and are heavily cursed. ### For people using old versions of this patch, note the following changes: one new artifact - Narsil. quylthulgs are non-evil (all of them.) monster descriptions have been corrected. morgul weapons and cursed artifacts have some compensations... :-) single-stat rings return to the original 30/1 instead of 40/2 level/rarity. artifacts mostly have HIDE_TYPE. A full list of the changes is as follows: ### To a_info.txt: # NEW ARTIFACT! The Palantir of Westernesse. A light source, fairly heavy and # causes 10d10 damage when thrown. Provides permanent light, bonuses to int and # wis, and true sight - you can see anything anywhere (see invisible, # infravision, resist blindness), will never be deceived in your vision (no # hallucination, therefore resist chaos), and can even see the minds of # monsters (telepathy) (!). But they will also be aware of *your* presence, as # it aggravates (!!) Rarer than the Arkenstone of Thrain. # Another NEW ARTIFACT: the Broken Sword 'Narsil'. Well, if you're going # to have both Gurthang and Mormegil despite the fact that they are the same # blade, you may as well have both Anduril and Narsil. It's number 63 in the # list if you want to check it out, but its powers (apart from extra attacks) # are basically a scaled-down version of Anduril, as one might expect. # The Rings of Power are now really munchkinish. They're rare enough as # things are, and it is not at the moment (in the original vanilla) worth # wearing any of them (except perhaps the One itself) over a Ring of Speed # (+15) unless you have Ringil or Cubragol. This should clearly not be the # case, so I have given then each a few extra resists and slaying bonuses. # By the way, the sustains have been shifted around a bit: Vilya, # described as the "mightiest of the Three" in LotR, has sustains which # relate to might - STR, DEX and CON. Nenya, described in "Unfinished # Tales" as "chief of the Three", has sustains which relate to # leadership - INT, WIS and CHR. Narya's sustains are STR, WIS, CON and # CHR - all of which seem appropriate to Gandalf in my opinion. # Some other artifacts have (small) speed bonuses or extra high resists. # And some weapons have extra attacks - notably, those which are primarily # killing machines and have no defensive capabilities (resistances or AC # bonuses. A couple of items have been given resist confusion, to compensate # for the loss of resist confusion from some items that resist chaos since the # separation of resistance to chaos and confusion. (Notably, Dal-i-thalion, # Thorin, Zarcuthra and Doomcaller all have lost resist confusion.) The list # follows: # Thalkettoth has speed (+3) now. # The Massive Iron Crown has resist nether. # Thengel now resists confusion. # So does Holhenneth. # The Crown of Gondor now has resist chaos, confusion and sound. # Holcolleth has a speed bonus (+2). # Colannon has resist nexus and a speed bonus. The idea being, it's # an item which gives you freedom of movement but prevents others moving # you around. # Luthien gives speed and stealth. Tuor gives dexterity. # Thror, Maedhros and Angrist all give speed. # Crisdurian gives extra attacks. # Anduril is much better: its bonus is to strength and dexterity, and it # sustains both stats. It also resists disenchantment - "the blade that is # drawn from this sheath shall not be stained or broken even in defeat". # Anguirel, originally the blade of Eol the Dark Elf, now gives resist # dark and a +2 speed bonus as well. But it aggravates. # Sting gives a speed bonus as well as extra attacks (+2). Sting has Slay # Animal in memory of its deeds against spiders (Shelob and her foul offspring # of Mirkwood.) # Doomcaller's AC penalty reduced to -20: -50 is absurd. It still aggravates. # The Glaive of Pain is now +30 to hit as well. # The Spear of Orome now gives bonus to speed and slay animal - as # befits a hunter god. # The Axe of Durin gives a strength bonus and resists confusion. # The Great Axe of Eonwe resists confusion and has increased base damage. # The Trident of Wrath gives extra attacks. # Zarcuthra gives extra attacks, but its pval is reduced to 2 instead of 4. # Grond now gives 2 extra blows and is (+25,+25). It should be the biggest # hitter in the game. What do you mean, it's munchkinish? You've already won the # game before you get it... :-) # Thunderfist has a constitution bonus. # The bows Belthronding and Bard have bonuses to speed. # Gurthang is now 4d6 and Zarcuthra is 3d6. It is Gurthang, not Zarcuthra, # that should look the same as Mormegil (after all, they *are* the same blade # in the Silmarillion.) # Aeglos is more powerful, as befits the spear of Gil-galad. It slays evil, # undead and troll, and provides a dexterity bonus. # Ring of Barahir resists dark (as befits its wielder Beren who survived a # journey through Nan Dungortheb, home of Ungoliant's offspring.) # Fear resistance given to some artifacts: Ring of Tulkas, Amulet of # Carlammas, Narya, The One Ring, Soulkeeper, Bladeturner, the Rohirrim armor, # Thorin, Dor-Lomin, Gorlim, Thorongil, Fingolfin, Aeglos, Thunderfist, Aule, # Thror, the Massive Iron Crown of Morgoth, Zarcuthra, Ringil, Anduril, Sting, # Orome, Eorlingas, Durin, Olorin and Eonwe. # Everything that has a pval has HIDE_TYPE. You're not *supposed* to know # the powers without *ID*. # I believe in cursed artifacts being "nasty and nice" - offering power, but # at a price. Hence, Calris is one of my favourites. Thanks to this, all cursed # artifacts offer something to the player, which may or may not be worth it. # This works as follows: # Gorlim provides free action and see invis, but has a -3 penalty to int, # wis and searching. (-25 is simply ridiculous.) Also resists fear. # Beruthiel provides -3 to str, dex and con, but also provides telepathy # and see invis. # Camlost provides resist fire and disenchantment, and has a healthy AC bonus, # but has slaying minuses and penalties to str and dex. # Mormegil's penalties are reduced - speed -5, to-hit -10. It actually has a # bonus to-damage. But I have added drain experience. And KILL_DRAGON (thanks # to its deeds against Glaurung) and SLAY_DEMON. Hold Life, Resist Nether - but # of course there is the speed penalty... ### To e_info.txt: # Elemental brands have been renamed to simply Fire, Frost, Lightning and # Acid. # Bow of "Velocity" renamed to "Power": Velocity means "speed" where I come # from, and I don't see any speed bonuses on that particular ego-bow, nor should # there be. # Ammo slays are now "Slay" instead of "Hurt": the same flag was used, not # much point in the different name... # From OAngband: Helmets of Serenity (resist confusion and sound.) Helmets # of Infravision have gone to make room (Helmets of Seeing now give # infravision in addition to their original powers.) The order of the ego-items # has been changed to make way for this: as a result, Regeneration helmets will # be as likely as helms of Infravision used to be, and Serenity helms will be as # rare as Regeneration helmets used to be. # Cloaks of Protection now give shard resistance. Took this idea from # OAngband where there are Cloaks of Shard Protection. # Ammo of Slay Orc and Slay Troll removed to make room for Acid and Lightning # brands: the first two would be entirely useless, the replacements at least # have a chance of being useful. # Weapons of Morgul are now usable by players, if you are willing to live # with the penalties... A weapon of Morgul will prevent most other monsters # from draining your life, and indeed is the only non-artifact that can do so # (hence, resist nether and hold life.) And this weapon, a weapon of the # undead, also grants power over the undead (slay undead.) However, to use it # puts the wielder in danger of his very soul (it drains experience) and alerts # the netherworld to the presence of the wielder (aggravate monster.) Add to # this the fact that it may have penalties to-hit and to-dam... # Holy Avengers, helms of Might and Serenity resist fear. ### To f_info.txt: no changes. ### To k_info.txt: # Rings of Speed are now level 70 items, and the "special" items with the # INSTA_ART flag have had their level tweaked to match the a_info.txt file. # Power Dragon Scale Mail is slightly more common, now it's up to only # 1/2 as common as Multi-Hued DSM - which is still pretty rare. It has been # restored to its former glory. It is still *EXTREMELY* unlikely that anybody # will ever see it, I've only ever found even Multi-Hued DSM twice in seven # wins against various variants. And one PDSM that I never got to pick up... # But *no* object should be deeper than Morgoth, no matter how rare for its # depth. # Shining Dragon Scale Mail renamed Pseudo DSM. # Chaos and Balance DSM do *NOT* give confusion resistance separately from # chaos now that confusion and chaos resistance have been separated. Blades of # Chaos likewise do not give confusion resistance. # Amulets of the Magi now give bonuses and sustains to int and wis. They are # also much deeper and rarer... ***A NOTE TO CODERS*** If, when applying this # patch, you can hack the source code to reduce the maximum pval of Amulets of # the Magi to (+4) by whatever means, then please do so, and put Amulets of the # Magi back to 50/8 level/rarity (the line to be altered is: "A:50/8".) # Rings and Amulets of [one stat] now sustain that stat. Plain rings of # Sustain [Stat] come a little earlier, and thus might actually be *useful* # for once. # *ID* scrolls just a *little* bit more common. (This change made for the # benefit of random-artifact users, who will not be able to remember the # properties of *ID*-ed artifacts from one game to the next.) # Ring of Slow Digestion (redundant, considering the existence of the Amulet) # is replaced by a deeper and rarer Ring of Sustaining (sustain all stats.) # New item - Palantir (with INSTA_ART flag). Template for the new "Palantir # of Westernesse" artifact. Out of order in the file (I wasn't sure that I was # allowed an object number 512, and number 499 was taken, so I couldn't put it # with the other Special Artifacts. It's at number 424, but generates # correctly in debug mode.) # Healing, *Healing* and Life potions each given *one* extra native depth: # they are a little more common deeper in the dungeon. So if your character runs # out of healing potions against Sauron he won't have to spend *quite* so long # scumming for them to use against Morgoth. It's not like one will be # overloaded with them, anyway. ### To r_info.txt: # Jabberwocks are back! In place of the Chaos beetle, and now a multi-hued "H". # (This change comes from ZAngband.) The description has also been restored # to its former glory. # "Pink" strength-draining monsters have gone back to "red". Where there is # confusion caused by two different types of the same "giant red" monster, the # strength drainers are red and the fiery monsters have become "fire" monsters: # giant fire ant, killer fire beetle, giant fire tick, and similar. # Nexus vortices, hounds and quylthulgs are violet. Plasma hounds and # vortices are light red, to distinguish them from fire hounds and vortices. # Fundin Bluecloak is back to blue again - light blue. Green just *isn't* # right for a character with his name - "BLUEcloak". # From ZAngband: Smeagol has a lot of hp and DROP_GREAT. However, this is # *NOT* accompanied by the ONLY_ITEM flag, and he only drops items 60% of # the time. ZAngband gave him 400 hps - I give him 200, to reflect the # difference between vanilla and ZAngband. # All dragons are now evil (formerly, bronze and gold were not - neither were # Great Wyrms of Law and Balance, even though Law and Balance Drakes were evil), # and none are natural (the Shadow Drake used to be) - with the exception of the # Dracolisk (allowed to remain natural because it is half basilisk.) # All Quylthulgs are now non-evil and natural, for consistency. Even those # that summon demons, dragons or undead are not intrinsically evil - how can # a being with no mind have any understanding of "evil" and "good"? Besides, # this makes them far more annoying as "detect evil" does not find them. :-) # Acidic cytoplasms were worth less xp than gelatinous cubes despite being far # nastier. Their xp value has been boosted by a factor of five to something worthy # of them. # Pazuzu is described as a demon twice: so he has been changed to a "U". The # Phoenix is now the king of all birds. # Some Dragon uniques have had Tolkienian breaths added: i.e. Ancalagon now # breathes fire as well as acid ("LotR" describes his dragonfire as the hottest # ever) and Glaurung now breathes poison as well as fire (his very presence is # foul and poisonous according to "The Silmarillion". Also see below for further # dragon changes... # "Kobolds" now appear deeper and are worth more xp than "Small Kobolds". # This was done simply by moving them from level 1 to 2 - it doubled the xp value # at a stroke. They hit slightly harder (1d8 not 1d6) as well. The order of the # monsters has been slightly altered so they appear in the correct order in this # (i.e. among the level 2 monsters rather than the level 1 monsters.) # Cave Ogres were worth less xp than Black Ogres despite being nastier: # likewise, Fire Giants were worth less than Frost Giants. This has been # corrected. # Orc captains have escorts. So do master yeeks. And the new monsters, troll # and ogre chieftains (trolls and ogres being tribal creatures, like orcs.) And # greater balrogs. Orc captains and Uruks have been swapped in the order of # monsters, so that now captains can command troops of Uruks. # Ogre Shamans have become chieftain-shamans, and have escorts. They have also # been swapped in depth with Lokkak (not a shaman: he rules his own tribe by # brute force alone), so Lokkak can now have escorts of *all* types of ogre. # Eldraks have become troll chieftains, and also have escorts. The depths of # Eldraks, Ettins and Rogrog the Black Troll have been swapped around a bit, as # has their order in the monster memory (Rogrog is now last and deepest.) # Finally, the Spirit Troll has become a (G)host as he was in Moria. # One thing has bugged me since Moria: clear icky things were worth only 1 xp, # white icky things were worth 2 - despite the fact that clears are more dangerous # simply because they are invisible. Their xp values have been reversed: whites # are worth 1, clears are worth 2. # Undead beholders had four attacks, two of them non-damaging: normal beholders # had four damaging attacks. Damage of 2d4 in each case has been added to the # undead beholder's non-damaging attacks. # The Tarrasque is now "natural". # Hound and dragon attacks have been changed. It seemed ridiculous that animals # with one mouth and two front claws should get three bites and one claw attack. # So they now have two claws and two bites - apart from light, dark, clear, cold, # fire and energy hounds, which only get one bite. Dragons also get two claws and # one or two bites. This has also been corrected for trolls. # Vecna and Feagwath have been swapped: Feagwath is merely an undead sorcerer of # unknown origin, while Vecna (from AD&D) was powerful enough to challenge the # gods and become one. # Colours of the two unique Liches have been changed as well: yellow and purple # (both were formerly the same colour as master liches.) Other changed colours # are: Mughash is red. Lagduf, Grishnakh and Golfimbul are yellow. Bolg and Azog # are purple. The Emperor Quylthulg is multi-hued according to his description. # Disenchanter worm masses and disenchanter molds are now multi-hued. The Queen # Ant is purple. Both Lesser and Greater Balrogs are red: both Gothmog and Muar # are orange. Glabrezus are now light umber so as not to confuse with the # uniques, and Nalfeshnees are light red so as not to be confused with the # two non-unique kinds of Balrog. Of course, it isn't easy to tell a Lesser # Balrog from a Greater Balrog... Cantoras is light blue. # Lugdush and Ugluk have been swapped: Ugluk was Lugdush's commander in LotR. # The two separate monsters, "Qlzqqlzuup" and "The Emperor Quylthulg" have been # combined into one, to make room for a new Greater Demonic Quylthulg. # To compensate for having one less unique in the race, Master Quylthulgs are now # deeper, faster and have more hps. # The Emperor Quylthulg now summons only seriously nasty stuff (not ants or # spiders.) # Fewer monsters are right- or left-handed (i.e. having two claw/hit attacks, # one much more powerful than the other.) Certainly not dragons or hounds. # Energy vortex stats have been equalized with the other elemental vortices: # previously they had more hps and more xp-value for no apparent reason. # "Muar" has become "The Balrog of Moria": "Murazor" has become simply "The # Witch-King of Angmar". # Two monsters have been made harder: the Balrog of Moria has had his original # Moria speed of "very fast" returned to him, and xp value increased accordingly: # and Glaurung is now "very fast" (in both cases, changed from "I:120.x.x.x.x" # to "I:130.x.x.x.x".) and also has a higher xp value to match. # A few more monsters have the DROP_GREAT flag: they are sufficiently late in # the game (with one exception) that this should not be unbalancing. They are: # The Witch-King (Lord of the Ringwraiths, surely has access to powerful magic) # Vecna (one of the most powerful liches of all time in AD&D) # Saruman (why should his servant have a better drop than he himself does?) # Glaurung (Father of the Dragons - dragon-hoards are legendary, and he did # have all of Nargothrond to choose from) # Mim (who had the pick of Nargothrond after Glaurung's death...) # Some descriptions changed: Gothmog (added the fact that he has slain three # Noldorin High Kings - Feanor, Fingon and I've credited him with Turgon as well # since the fall of Gondolin, at which he was the commander of Morgoth's army) # and Grape Jelly (added "Yum! It looks quite tasty"). Ettins are now described # (correctly according to AD&D latest edition) as two-headed. A little more info # is given about the origins of various Tolkienian monsters - for instance, the # fact that Ugluk was commander of Saruman's orcs, Lugdush was one of Ugluk's # subordinates, and Shagrat and Gorbag came from Cirith Ungol and Minas Morgul. # Dragon melee attacks have been upgraded quite considerably. For instance, # the single-hue Ancient Dragons from 1d9/1d9/2d10 to 4d8/4d8/7d8... And the # bite attack of elemental Dragons (red, white, green, blue, black) does # elemental damage of burn, freeze, poison, electrify or shoot acid. I have # chosen NOT to extrapolate this to Ancient Bronzes biting to confuse, or # Ethereal Dragons biting to blind, following playtesting. # Three other new monsters have been added, including two dark elven uniques # from the Silmarillion (Eol and Maeglin.) The other is the non-unique Greater # Balrog, added to give us at least *one* seriously nasty non-unique single # monster in the "U" greater demons section. I've reordered the later monsters # to fit this one into the correct place. # Three other old monsters have given way: Tiamat is gone, Ancalagon has her # former place as the greatest of dragonkind, Glaurung is now where Ancalagon used # to be (I thought he deserved to be a lot more powerful than Itangast, Smaug, # Scatha and normal Great Wyrms, instead of about the same level as Itangast) and # that leaves room for Eol at dungeon level 49 in the right order in the monster # list. The group-monster form of Hell Hound has gone, to be replaced by the # Greater Balrog (non-unique), and the powers of Carcharoth and Cerberus have # been combined into one animal (under Carcharoth's name) to make room for # Maeglin. So two uniques and one non-unique have been replaced by two uniques # and one non-unique. # All these three new monsters come straight from KAngband with only minor # adjustments needed (such as the removal of flags that do not exist in the # standard version of Angband.) # AND FINALLY... Monster names are no longer Excessively Capitalized. Some # few monsters - most major Demons, Angels and Great Wyrms, plus all Uniques - # retain the dignity of capitalization in their names, others are simply "a # filthy street urchin" etc. ### To v_info.txt: # Slight changes: all lesser vaults have now at least two guaranteed "good" # items but each is guarded by a monster up to 9 levels out of depth (a few # "&" symbols have been changed to "9".) Similarly, a few more "8" symbols # have been added to Greater Vaults: there are now at least four guaranteed # "great" objects in each Greater Vault. These objects are, however, guarded # by monsters up to 40 (!) levels out of depth... ### To the help files: # Proper descriptions of all "birth" options, including preserve and maximize # modes (for the first time!) # Proper description of all ego-item types. # Proper explanation of how the multipliers for missile launchers, elemental # brands and slays work. Also a proper explanation for Extra Might. # Correction of typos. Jonathan.