ZAngbaA 2.3.5 -- another enhanced version of ZAngband. Files in this source distribution: zangbaa-235-src.tar.gz The source code in tar/gzip format. This file supersedes zangband-a230b-src.tar.gz zangbaa-235-ext.tar.gz Graphical tiles and extra files for DOS/Win compilations. This file supersedes zangband-a230b-ext.tar.gz zangbaa-235-src.txt You're reading it now. This file supersedes zangband-a230b-src.txt Precompiled Macintosh binaries are also available. See "zangbaa-235-mac.txt" for more details. The list of changes from ZAngband 2.2.6: 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). ZAngband a2.3.0b -Changes to the current options: -Removed the following options: stack_allow_items, stack_allow_wands, flush_failure, flush_command, fresh_before, fresh_after, fresh_message, always_small_levels, Rand_unbiased, testing_carry. -"testing_stack" has become the ZAngband option "stack_floor". -"last_words" and "speak_unique" are now off by default. -"munchkin_death" earns the Worst Option of the Year Award. :-) -The centering options have been moved to the "Efficiency" section. -Added the following change from ZAngband 2.2.7: -Fixed two bugs in the pet spellcasting AI. -Removed the arena code. -Made various changes to the quests/towns: -Cleaned up the quest/town files. -Vampires no longer start on the stairs. -Renamed the Dragonlance building owners. -Added Shayne Steele's new "White Horse Inn" quests. -Rebalanced the "Old Castle" reward artifacts. (Shayne Steele) -Added four new "munchkin" options. None of them affect scoring, but all are displayed on character dumps. The new options include: -"munchkin_quest" - allows "once only" quests to be tried again. -"munchkin_weapon" - allows certain artifact weapons to get extra powers. -"munchkin_mutation" - disallows the mutation healing penalties. -"munchkin_wield" - allows *anything* to be wielded into any slot. (Yes, I know this is quite silly.) -Cursed random artifacts will only appear when a cursed ego-item is called for. -The racial polymorph effect will not affect Beastmen or produce Beastmen. ZAngband a2.3.0 -Added the following changes from ZAngband 2.3.0: -The number of spellpoints gained by casting 'Omnicide' is now restricted to twice your maximum spellpoints. -'Teleport level' effects 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 Windows version will now try to create missing directories. (Eric Bock) -Moved the level generation code around a bit more. -Turned the "center_player" option default off. -Added a new "munchkin" startup option that helps various "illegal" race/class combinations. As with the other "munchkin" options, it does not affect scoring. (This replaces the old "MONK_HACK" compile-time option.) -Some "munchkin" options are not displayed unless applicable. -The player can now choose a random character name. -New varieties of dragon pits were added, encompassing almost all dragon types except for the oddest and toughest. -Character dumps describe all *ID*'ed random artifacts. -Roman numerals placed at the end of the player name will increment at character birth. -"player_symbols" gives players different colored symbols in text mode ZAngband a2.2.6 -Added a new Ironman option to always generate "arena" levels. -Added a new startup option that controls terrain streamer generation (is off by default!). -Added two new "munchkin" startup options: one allows Mindcrafters to get Dimension Door, and another turns the death save off (in a way). Neither affects scoring, but both are displayed on character dumps. -Added a new Ironman option to always generate very unusual rooms. (This corresponds to the "evil.patch".) -Fiddled a little with the TY_CURSE code (to prevent paralyze/Cyberdemon as result of certain things). -The "vanilla town" option is now on by default. -Added these bug-fixes from 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. -Added Eric Bock's wizard allocation patch. -Adapted Eric Bock's player centering scroll patch. -- Prfnoff (ivnert to reply)