Here is an updated version of the patch for the [Edit] folder of Angband by Jonathan L. Ellis, commonly known as the JLEdits Patch. Currently it applies only to Angband 2.9.1. It replaces the "291edits.zip" patch currently in the Patch directory on the Angband FTP server. All the "283" and "290" versions of this patch should also be deleted, if any are still present in that directory. Use of this patch DOES NOT REQUIRE RECOMPILING and is PLATFORM-INDEPENDENT. Simply replace the contents of the "edit" and "help" folders in your game directory with the contents of the "edit" and "help" folders contained in this patch, and delete the contents of the "data" folder. It is recommended that people read the Readme file which is in the "edit" folder to find out more about the changes. This patch applies to Standard "vanilla" Angband only. It is NOT COMPATIBLE with savefiles from previous versions of this Patch, due to the effect on monster memory (Morgoth and Sauron having been moved earlier, back to their original positions in r_info.txt, and thus may be marked as "killed" by someone who has not killed them, making the game unwinnable): however, it IS FULLY COMPATIBLE with standard vanilla games played in ASCII mode, and will be even more so if anyone can be bothered to do graphics for it. There is 1 new player race (present in the last version of this patch, and unchanged since), 49 new monsters including 6 uniques (the previous version had 46, with 5 uniques) and 8 new artifacts (compared with 3 previously.) Some of these have been ported over from other variants. In the case of the five monsters that have retired, they have as far as possible been replaced like for like - for instance, a multi-hued D with a multi-hued D or a powerful Q with a powerful Q (even though in both cases the old one was unique, and the new one is not), so as to cause as little disruption to monster memory as possible. In two cases, this has not been possible, but as one of these cases is right at the end of the game (below dungeon level 90) and the other right at the start (at dungeon level 4) this should not cause too much of a problem - in the case of Cerberus or Greater Balrogs, one is close enough to the end to justify finishing the old game unpatched: and in the case of Novice Archers, if it actually *matters* that you're fighting one instead of a Raven, then it is because you are so close to the start that you lose nothing worth losing from simply quitting the old game and restarting from the patched version. Of course, even if you *do* patch in mid-game, even in the middle of a fight with Cerberus who suddenly turns into a Greater Balrog, or Tiamat turning into a Great Wyrm of Many Colours, or the Emperor Quylthulg turning into a Greater Demonic Q, or an Archpriest turning into a Knight Templar, or a Novice Archer turning into a Raven (and these are the only monsters that will change identity), nothing will be affected except the monster memory and graphics anyway: it will not crash your computer or even crash the game. Some of the artifacts, and two ego-items, have powers and/or activations that are commented out in the relevant file because the power does not yet exist in standard Angband. (In the case of the two ego-items, the entire item is commented out line by line.) The game works perfectly well without them: but if anyone should code "Poison Brand" into the game, or the artifact activations of "Starlight" and "Berserker", or the weapon flags of "Kill Undead" and "Kill Demon", then the relevant lines in a_info.txt and e_info.txt may be uncommented. In the case of Poison Brand, this will provide the game with two new ego-items. -JLE.