I've uploaded the zangband 2.7.4 files from sourceforge. Steven 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.