Macintosh Angband binaries -- ZAngband a2.3.0b This enhanced version of ZAngband is brought to you Mac users out there by Prfnoff. (Yes, that's me. ;-) To decompress these binaries, you will probably need Stuffit Expander version 4.5 or later. Support for both 8x8 tiles and Adam Bolt's 16x16 tiles is included (check or uncheck "arg_bolt"). This precompiled binary distribution includes: zangbaa-235-mac-68k.sit.bin A 68K binary that will work on most Macs with 68020 processors or better. This file supersedes zangband-a230b-mac-68k.sit.bin zangbaa-235-mac-ppc.sit.bin A PowerPC native binary which will not work on 68K Macs. This file supersedes zangband-a230b-mac-ppc.sit.bin zangbaa-235-mac-lib.sit.bin The 'lib' folder required to use the other binaries. zangbaa-235-mac.txt You're reading it now. This file supersedes zangband-a230b-mac.txt Source code is also available. See "zangband-a230b-src.txt" for more details. The list of changes from ZAngband a2.3.0b: ZAngbaA 2.3.5 -You can now start over when selecting a realm. -Added pits of "eldritch horror" monsters. -The keys '[' and ']' have been freed up; buildings can be entered with the same command as stores; quests can be entered and exited with the stair commands (which are now the only way). The keys '^Q' and '|' have also been freed up; access their functions with the '~' key. -Added the following changes from ZAngband 2.3.5: -Cleaned up monster fighting messages. -Quest entrances show now the name of the quest. -Added an "autodestroy worthless objects" option. -Lowered the pet upkeep slightly. -Made pets able to locate the player from a greater distance. -Made 'trump cyberdemon' less difficult to cast successfully. -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 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). -The mindcrafter 'domination' spell no longer affects quest monsters. -Resting at the Inn now restores hit-points and mana. -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. -Increased the damage from wands of rockets and annihilation. -You will no longer receive rewards for killing non-unique monsters. -Artifacts now have a higher activation failure rate when cursed. -Added some new vaults by Eric Bock and tweaked a couple of others. -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?] -The 'M'ap now scales to the level size. -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. -Monster memory, unique lists, spoilers, and kill counts are now sorted by monster level regardless of the monsters' index in r_info.txt. -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. -Wands and staves will now stack properly when emptied. -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). -Many other bugfixes. -Improved the level file syntax in preparation for customizable vaults. -The "unified use command" option is now on by default. -A certain artifact which was powerful to one class only is now open to all classes, but is also no longer as good. -The "ZAngband options" set has been displaced. -The "show graphics in ***** lists" options have been coalesced into one option. -Once you have rolled a character, you can view startup options at almost any time (but not set them). -Added the silly random artifact attributes to character-dump equipment lists. -Tim Baker's 'easy' and 'repeat' options are now purely run-time options. -The now-unused 'skip mutations' option is gone. -The 'ironman small levels' option always generates 1x1 small levels. (Yes, that's very tough, but it's an ironman option.) -Added various flags and stuff to features in f_info.txt. The features now are primarily indexed on the basis of these. -The maintainer is not responsible for vomiting induced by a changed message for monster explosions. -The name of the variant has been changed. ZAngband a2.3.3 (not released to the public) -A certain weapon not in a_info.txt now always has both of the formerly randomly alternative disadvantages. -Added the following changes from ZAngband 2.2.8: -Extended the online helpfile system significantly (case-insensitive searching, links into specific sections of a help-file). -Updated large parts of the documentation, and added a modified version of Chris Weisinger's Angband Newbie Guide. (This is probably out of date for this variant anyway. -- Prfnoff) -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. -Added multiple message tracking (ie. 'You tunnel into the granite wall <30x>'). -Added a health display to the pet knowledge, extended the pet commands and tweaked pet behavior somewhat. -Made some changes to the wizard commands. -Improved the documentation of the *_info.txt files. -Resting at the Inn now restores hit-points and mana. -Increased the ratings of the 'miniature cell' and 'interlock' vaults. -Modified the messages for some spells casted by monsters. -Restricted the rewards for killing monsters to uniques. -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. -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. -Numerous spelling and grammar changes in, and additions to, various flavor messages. -Added code to support monster invulnerability and vampirism. -Separated chaos and confusion resistance and added RES_CONF to several artifacts and other objects. -Removed the requirement that destroyed levels be 'boring'. -Disabled bones file production. -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. -Aggravation no longer annoys friendly monsters. -Tweaked 'star' spells to allow rays to be fired in all directions. -You can now teleport into forested areas. This will prevent getting trapped in the wilderness. -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 that caused thrown/fired objects to look strange with graphics turned on. -Fixed some problems in makefile.ibm and makefile.std. -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. -Added main-lsl.c from Angband 2.7.9v6. This is untested. -Nightmare mode has been introduced as four startup options. -Monster invulnerability is now controlled by a munchkin option. -Only righteous monsters attack all oppositely aligned creatures. -Modified main-mac.c transparency and sound code (thanks to Ron Anderson). -Split dungeon generation code again. ZAngband a2.3.1 (not released to the public) -Fixed a bug that incorrectly centered the player when entering a new level. -Applied the latest quest, artifact, and town changes of Shayne Steele. -Disintegration no longer affects permanent walls. -All random attributes are now displayed on character dumps, with the exception of some obvious properties of random artifacts. -Added the following changes from ZAngband 2.3.1: -Reworked random water and lava placement in the dungeon. -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) -Added conical breath attacks. -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. -Changed the rewards for two quests. -Toned down Jack of Shadows, increased the level of Hrus, Shudde M'Ell. -Upgraded the Revenant monster. -Fixed a bug that crashed the ^Q command now and then. -Aligned rooms are now off by default. -Fixed a bug that did not disallow reading scrolls with the 'use' command under certain conditions. -Most wilderness-only monsters can now appear in the dungeon. -Great eagles are now friendly. -Amnesia now loses all inscriptions. -Added two more random name types from CthAngband (Klackon and Cthuloid). -- Prfnoff (ivnert to reply)