1 === History of Hengband ===
3 Aug. 12th, 2003 hengband 1.5.4 (Development branch) released.
5 - New artifatct amulets.
6 - Special inscription {@ma},{@0} etc. on equip/floor lists are allowed.
7 - Tags, "a)" etc., are always effected by above inscription.
8 - 'x' mark of view_unsafe_grids will be cleared by disarming spell.
11 Pval didn't effect on values of normal objects.
12 Proficiency of missile weapons were not increased.
14 - All changes for 1.4.4 are also included in 1.5.4.
17 Aug. 12th, 2003 hengband 1.4.4 (Stable branch) released.
20 Hidden doors were not hidden on tile graphics mode.
21 'Stop singing' didn't take time. (It should take 1/10 turn.)
22 Repeat didn't work correctly for Forcetrainers when blinded.
25 Jul. 20th, 2003 hengband 1.5.3 (Development branch) released.
27 - Improved Warning ability a bit.
28 - Some English text were corrected. (thanks to an choco)
31 Crash after every auto-save.
32 view_unsafe_grids allowed to see trails in the Maze.
33 Repeat didn't work correctly for Forcetrainers when blinded.
35 - All changes for 1.4.3 are also included in 1.5.3.
38 Jul. 20th, 2003 hengband 1.4.3 (Stable branch) released.
41 Experience gain for killing monsters was zero.
42 When using manual_haggle, selling items didn't work.
43 Mana point was not updated correctly after Clear Mind.
46 Jul. 10th, 2003 hengband 1.5.2 (Development branch) released.
47 - Random artifacts get more 'Construction point' for Android.
48 - Hunter's office gives items as prize now.
49 - Probing gives all monster recall infomations.
50 - Crowns of telepathy get many low ESPs when high one is 'nonliving'.
51 - Warning ability is more accurate now.
52 - Some monsters have 'dark light' now.
53 - The Armageddon trap is less dangerous now.
54 - Duration check of temporal effects on monsters is changed of timing.
55 - And stealth of the player will get effected by their speed.
56 - STUPID monsters try to cast spells in anti-magic cave.
57 - Score penalty for Amberite Berserkers no longer applied.
58 - Shapechanger will really change shape on tile graphics mode.
59 - "Colour out of space" is same letter as terrain type under foot.
60 - Parmanent walls at boundaries mimics normal terrains in dungeon.
61 - Enhanced view_unsafe_grids option; 'x' will be cleared when walked over.
62 - 'Cure mutation' service will always succeed.
63 - Special inscription like {@ma} can be used in all commands now.
64 - [Y/n] check on character generation accept all keys except N and ESC.
65 - You can set Character history using template file at birth now.
66 - Character dump now displays Blue-magics.
67 - Character dump now displays full details of lost fight on Arena.
68 - Tidyed up Quest list display.
69 - Added 'Dark elven pit'
70 - Copy&Paste using mouse on X11 port. (from sCthangband)
73 Strange behaviors after using save command (^S).
74 '@' displayed at wrong position when trap door activated.
75 Duplicate unique monster while player is dominating one as their pet.
76 Inconsistent message about the effect of the jewel.
77 Incomplete update for sub-windows. etc...
79 - All changes for 1.4.2 are also included in 1.5.2.
82 Jul. 10th, 2003 hengband 1.4.2 (Stable branch) released.
84 - Cancelling of Racial/Class power no longer takes energy.
85 - The algorism for breath shape is changed.
88 Samurai was not able to 'Assume a Posture' when they have pets.
89 Buggy behavior of Teleportaion while mounting on a Lord of Change.
90 Inven/Equip sub-window displayed gerbages when resized.
91 Wrong monster name in playrecord file at the Arena.
93 Sorcerer and Red-Mage didn't get cost bonuses from Proficiency.
94 'Rush Attack' was able to pass over the Pattern.
95 Collected display update for "Fingolfin's Challenge" song.
96 Overflaw of item's value in store.
97 Songs were not really stopped while global map.
98 Date/time went wrong when player race is changed.
99 'Rodeo' sometimes failed to fail and behaved as succeed.
100 Collected font on WinNT/2000/XP.
101 Pets sometimes involved the player in their spell by mistake.
102 Wrong value of ego ring of resist time.
103 Salt Water didn't have effect on living.
104 Two rare bugs on decision for Quest completion.
105 Charge overflaw for stack of rods.
106 Clones of unique monster sometimes changed to real unique.
107 Bug on adding essence on a equippment with negative pval.
108 Collected update for monster light. etc...
111 Dec. 24th, 2002 hengband 1.5.1 (Development branch) released.
113 - Added visual editor in lists of known objects and etc... (Unangband)
114 - Clairaudience spell of Bard doesn't detect walls with treasure.
116 Monsters on saved floors awake, Error handling while save,
117 Monster data is broken while save and then crash,
118 Shaft takes you to wrong levels.
119 - All changes for 1.4.1 are also included in 1.5.1.
122 Dec. 24th, 2002 hengband 1.4.1 (Stable branch) released.
124 - Elvish waybread fully satisfies mortals. (from OAngband)
125 - General store sell Elvish waybread.
126 - Salt water don't effect undead etc...
127 - Description of weapons/armour from OAngband.
128 - Added disturb when objects with inscription {!!} is recharged.
129 - Improved display of tiles at knowledge command, etc., on Bigtile mode
132 Vault with no entrance, Crash at (a) of info command,
133 Arena while Wraithform, Activation of smith's equip,
134 Foods while mimiccing, Kind of monsters at the Mountain,
135 Broken name of the Staff, Random teleport in monster arena.
138 Dec. 9th, 2002 hengband 1.5.0 (Development branch) released.
140 Implemented 'Saved Floors':
141 - You can climb back the same stairs to get back to the same floor.
142 - But different stairs will always take you to different floors.
143 - All saved floors will be cleared when your reached to the surface.
144 - Changed effects of Level teleport, trap door and stair creation.
145 (Each effect takes you to the floor right above or right under.)
146 - Remove two options; dungeon_stairs and confirm_stairs
147 - Add a new option 'confirm_quest' which warns about one-way stairs.
148 - Increased number of walls with treasure.
149 - Implemented walls with hidden treasure.
150 - Removed detect treasure effect from the Detection spell.
153 Dec. 9th, 2002 hengband 1.4.0 (Stable branch) released.
155 - Removed scrolls of satisfy hunger and that class power of Berserkers.
156 Androids can quaff flasks of oil.
157 Barlogs can sacrifice corpses with symbol 't','p', or 'h' using the Eat command.
158 Golems, Zombies, Skeletons, and Spectors can Eat charges of wands and staves.
159 Ents can get nutritions from water in any potions.
160 - Added lists of known monsters/objects from Eyangband.
161 - Shift + direction keys will move cursor quickly in the look command.
162 - Tuned interface to list stack of items in the look command with easy_floor.
163 - Added new service of buildings in town which evaluate effects of your AC.
164 - Added disturb_high: disturb whenever high-level monster moves
165 - Added allow_debug_opts: allow use of debug/cheat options
166 - Changed 'munchkin_death' into a cheat option 'cheat_save'.
167 - Removed terrain_streams and stupid_monsters.
168 - Fixed typos and grammar errors on English. (Thanks to John Mikula)
170 Too many items break savefile. Crash at boundary of wilderness.
171 Stop time at forest of global map. Hidden door at Deep Water.
172 A floor mimiccing wall. Warding True. Disintegration on runes.
173 Absence of new traps. Confused Blue-mage. Quickness of Mirror-magic.
174 Resurrection of Amberites. Multiple Chameleon King.
175 Buffer-overflow breaks macro.
178 Oct. 31st, 2002 hengband 1.3.1 (Development branch) released.
180 - Added a new menu 'Keep on top' for subwindows of Windows version
181 - Auto-Inscription-For-Resistances, {%}, will work dynamically.
182 - Weak pseud-identified inscription for enchanted objects is now
183 {uncursed} instead of {good}.
184 - New trapped rooms: Piranha trap and Armageddon trap.
185 - Keep background terrain under Rune of Protection and Rune of Explosion.
186 - Fixed the bug that trapped pit is isolated within walls.
187 - Removed little boy and fat man.
188 - New unique; Sheer Heart Attack, the Bomb Hand
189 - Changed configure.in so that acconfig.h is no longer needed.
190 - All changes from 1.2.0 to 1.2.2.
193 Oct. 31st, 2002 hengband 1.2.2 (Stable branch) released.
195 - The Cloning Pits now includes Borshin.
196 - Description of *identified* Light source of darkness now include
197 effects on light radius as numerical value.
198 - Fixed bug that radius of light source couldn't reach to zero however
199 many darkness items are equipped, when the player has fiery aura.
200 - Fixed many bugs(rod of percention, Royal Crypt, etc...)
203 Sep. 9th, 2002 hengband 1.2.1 (Stable branch) released.
205 - Added description about license of Hengband; 'jlicense.txt'.
206 (jlicense.txt is Japanese only for now)
207 - Increased AC of the ego Ring of Protection (Extra Armor) by 7.
208 - Fixed some bug on monster's AI.
209 - Fixed bug that cause crash when specific chest trap triggerd.
210 - Fixed wrong display of the Tower quest in quest information command.
211 - Fixed bug that fail rates of the imitation differed from the value
212 displayed in a spell list.
213 - Changed the Walken to be drop items.
214 - Fixed some memory leak and overruns and underruns memory allocation.
215 - Fixed some other bug.
218 Aug. 28th, 2002 hengband 1.3.0 (Development branch) released.
220 - Added a new room type; trapped monster pit.
221 - Added object flags of various ESPs. (from Unangband and ToME)
222 - Every slay flags now have corresponding *slay* flags.
223 - The 'C' command display ESPs, Slays and 'other' flags on a new page.
224 - Now Weaponsmiths can attach ESPs and *slay*s on equipments.
225 - Inserted new-lines after first two paragraphs of monster-recall.
226 - 'Experience' of Andoroid is now displayed as construction point.
227 - Counting of play time will stop within the auto-picker editor.
228 - Wrote quest information in character dump file.
229 - Apply auto-destroy just after using Psychometry.
230 - Added new command letter ';' of auto-picker/destroyer which forces
231 the game to ask if you want to pick the item up. (Thanks to Kieron)
232 - The '?' key shows you contextual help while option setting and
233 character making.(from Eyangband)
236 Aug. 28th, 2002 hengband 1.2.0 (Stable branch) released.
239 - Splited version tree into two branch;
240 development version: 1.3.x and stable version: 1.2.x.
241 - Introduced save-file-version which is independent from actual
242 version number of the game.
243 - Placed Thorondor at level 50 of the Mountain dungeon as a master.
244 - Strengthened all greater eagles very much.
245 - Added new options: destroy_feeling and destroy_identify which
246 control whether auto-destroy will be applied just after pseudo
247 identify or identify.
248 - Moved manual_haggle option into birth option from game option.
249 - A mirror made by mirror-master will change back to original terrain
250 when the mirror is broken.
251 - Added description of every spells of Magic-eater.
252 - Area of Darkness spell was changed back to same as 1.1.0RC2.
253 - You can use '(' and ')' key as first or last item on item selection.
254 - Changed message text at climbing up to surface level.
255 - Halved experience of drujs.
256 - Added more descriptions of personalities on help file and character
259 Modifications for auto-picker/destroyer editor:
260 - Added descriptions about function of {%} and {%all}.
261 - Added search commands '/', 'n', 'N' on the editor.
262 - New commands '~', '!', ';', '(' which repeatedly add or remove
263 corresponding command letter.
264 - The game no longer creates pickpref-<player's name>.prf when
265 pickpref.prf is already exist.
266 - Do auto-save the game at starting the editor.
269 Jun. 15th, 2002 hengband 1.1.0 released.
271 - Changed behavior of light area.
272 - Various bug fixes and tuning.
275 Jun. 2nd, 2002 hengband 1.1.0 Release Candidate 1 released.
277 - Splited Life realm into two and new spells added; New 'Life' realm
278 and New 'Crusade' realm.
279 - Speed system modified; multiple-moves got fewer at early stage.
280 - Vi-like in-game editor(the _ key) of Auto-picker/destroyer
282 - Character background can be edited by player at birth.
283 - Auto-destoy/Auto-inscription is now performed just after identify
284 objects (like auto-squelch).
285 - Indicators of temporal effects(status bar) are now have variable
287 - new option view_unsafe_grids from Unangband; Unkown grids that have
288 not beed trap detecteted are marked with gray 'x'.
289 - new option disturb_trap_detect from Oangband; disturbs you when
290 player is running out of trap-detected area.
291 - new option alert_trap_detect; alerts you with message when the
292 player is moving out of the trap-detected area.
293 - Ninja can now throw(v) Iron Spikes in the Arena.
294 - Known monster level is displayed together with monster name in look
296 - The game loads only either pickpref-<name>.prf or pickpref.prf, not
298 - Fake inscriptions({cursed} {empty} etc..) are not hidden under real
300 - A stack of more than 23 objects on floor can be listed when
301 easy_floor is on; you can scroll the list with the enter key.
302 - Expanded limit radius of light from player's light source.
303 - Downstairs don't become 'very long stairs' when ironman_downward is
305 - Added Essence of Slay human and Essence of Warning for Weaponsmith.
306 - Added new monsters.
307 - Default color of permanent walls is now Light Umber.
308 - Added a few new tiles.
312 Apl. 6th, 2002 hengband 1.0.11 released.
314 - The on-line help files is translated to English
315 - Warning ability of an object can be canceled by its inscription {$}.
316 - The terrain feature of brake changed '#' -> ':'
317 - Format of the mon-info.spo is revised
318 - HUMAN flag for monsters and SLAY_HUMAN flag for weapons
319 - 'Muramasa' and 'Chainsword' are modified and have SLAY_HUMAN now.
320 - The cause of death is written in character dump.
321 - Paralyzation status is written in the text of the cause of death.
322 - Cursed items have various random unpleasant effects.
323 - Bigtile graphics mode, each tile have double width and become a square.
324 - Bigscreen from OAngband
325 - Correct cause of death when hallucination
326 - Savefile name longer then 8 letters can be used. (For Windows)
327 - Normal magic items have descriptions when *identified*
331 Mar. 6th, 2002 hengband 1.0.10 released.
333 - New artifact, ego-ammo and vault.
334 - Class power of Red-Mage is more useful.
335 - Force Trainer becomes more and more powerful in melee when
336 they use 'Improve Force'.
337 - Monster AI is a bit improved.
338 - The Serpent of Chaos summons guardians of each dungeons.
339 - Random artifact names list was expanded.
340 - Iron Spikes has (dmg per shot/dmg per turn) display.
341 - Automatically tidy up bundles of ammo to 99 ammo and the rest.
342 - Interact with visual command takes ^N ^A ^C.
343 - Support 16x16 tile. Selected by extra option -- -a on X11.
344 - 8x8 tile supports lighting effects.
345 - Screen shot is supported in graphics mode.
346 - Support in MPW environment of Macintosh.
348 Jan.30th, 2002 hengband 1.0.9 revision 1 released.
350 - Fixed one more bug which cause crash (English version only).
352 Jan.27th, 2002 hengband 1.0.9 released.
354 - New character making screen
355 - New character information 'C' screen
356 - Range and accuracy of crossbow are changed.
357 - Rod of Pesticide was changed.
358 - The score server now holds colored screenshots at dying and winning.
359 screenshots will be placed at:
360 'http://www.kmc.gr.jp/~habu/local/hengscore-en/screens/'.
361 But links on the webpage to the screenshots are not yet available.
362 - Limited support of 8x8 tile graphics.
363 - Hengband online help in *Japanese*.
364 (sadly English version of online help is not yet available)
365 - Rune of explosion no longer has anti-summoning effects.
366 - Rune of protection no longer has perfect
367 anti-summoning effects. Sea of runes are no longer
368 perfect. But this change has a good side effect:
369 monsters can waste its time to try summoning.
370 - Identify spell now shows only unidentified items in the list.
371 - Difficulty to activate random artifact is changed.
374 Dec.31th, 2001 hengband 108fix2 revision 1 released.
376 - 'fix2' is japanese bug fixed version but this bug was
377 not effect on English version.
378 - The 'interact with knowledge' command changed.
379 You can get display of lines of auto picker/destroyer.
382 Dec.31th, 2001 hengband 108fix1 version 3 released.
384 - Auto macro dump and other auto dump is now
385 more useful. Old dump lines will be deleted
386 before appending new dump.
387 - A minor typo and a minor bug fixed.
390 Dec.30th, 2001 hengband 108fix1 version 2 released.
392 - All remained japanese messages are found and fixed,
393 using a exclusive C program.
394 - You can now define macros in the 'pickpref.prf'.
397 Dec.29th, 2001 hengband 108fix1 released.
399 - This is a bug fixed japanese version, and almost
400 - same as 108eng3, but a few more bugs are fixed.
403 Dec.25th, 2001 hengband 108eng2(stable) and 108eng3(test version) released.
405 - 108eng2: fixed some typo. ']' key now can be used as macro key.
406 - 108eng3: macro trigger is displayed in more suitable way;
407 such that \[F1] or \[control-shift-alt-HOME].
408 And you can use alt-key plus alphabet-key as macro
409 key on Windows now; \[alt-A] or \[shift-alt-B].
412 Dec.24th, 2001 hengband 108eng1: makefile.bcc was not work. now fixed.
414 Dec.24th, 2001 hengband 1.0.8 released. This is a new Japanese version.
416 The source can be used to compile English version too.
417 - The address of the world score server is changed.
418 - Makefiles was changed again.
419 - New item: Magic Whistle.
420 - Ninja had been a bit weakened.
421 - can study known spells using 'G' command for more proficiency.
422 - Some minor bugs was fixed.
423 - Yet another japanese massage was translated.
426 Dec.17th, 2001 hengband 1.0.7fix2 english beta4 released.
428 - Yet another remained japanese messages are now translated.
429 - Changed some option info texts and names again.
430 - Inventory lists of Home and Museum in the character dump is fixed.
431 - Some bugs related groo and Metal Babble is fixed.
434 Dec.11th, 2001 hengband 1.0.7fix2 english beta3 released.
436 - fixed a compile error. English info message of artifacts added.
437 - changed some info text and name of options.
440 Dec. 9th, 2001 hengband 1.0.7fix2 english beta2 released.
442 - fixed a terrible bug,
443 - items in the home was not saved when more than 24 items stored.
444 - Binary for Macintosh (ppc, osX) is now available.
447 Dec. 8th, 2001 hengband 1.0.7fix2 english beta released.
449 - Many mistakes of English messages, and bugs are fixed.
452 Dec. 5th, 2001 1.0.7fix2 english alpha2 released.
454 - fixed some mistakes of archives.
457 Dec. 4th, 2001 hengband 1.0.7fix2 english alpha version released.
460 === The main differences of Hengband 1.0.7 from ZAngband2.2.8 ===
462 - World score server: You can register scores and character dumps.
463 - Player can write last words when died, which is displayed in the
464 character dump registered to the score server.
465 - Menu interface: return key activates the main menu which include almost
466 all commands. So beginners don't need to memorize all commands.
468 - Player can ride on some pet monsters, horses, dragons etc.
469 - Player can wield two weapons at once or wield a weapon with two-handed.
470 - Player have proficiency levels of each weapons and spells, like Nethack.
471 - Player can change second magic realm. All previous realm's spell will
472 be lost. There is a limit in the total of studying spells.
475 Tourist : they can poorly cast arcane spells. difficult to survive.
476 Imitator : imitate spells or abilities which monsters have just used.
477 BeastMaster : dominate or summon monsters and ride on these.
478 Sorcerer : cast spells of all magic realms. But physically hopeless.
479 Archer : a warrior specialized in missile weapon. can create ammo.
480 Magic-Eater : absorb wands, staffs and rods to use it as magic spell.
481 Bard : sing songs. like Harper of PernAngband.
482 Red-Mage : dual-class, can cast all lower rank spells of all realms.
483 Samurai : use Samurai Arts which include various special attack.
484 ForceTrainer : use the spiritual Force. prefer to be bare-hand
485 Blue-Mage : study monster's spells. use these as his own spell.
486 Cavalry : a warrior specialized in riding.
487 Berserker : powerful warrior. but cannot use magic items except potions.
488 Weaponsmith : extract essences from items. use it to improve equipment.
489 Mirror-Master : create magical mirror. use its fantastic power.
490 Ninja : act without lights, attack monsters with possible insta kill.
493 Ent, Archon, Balrog, Dunadan, Shadow-Fairy, Kutar, Android
494 - Player's Personality:
495 At the character making, you can choose Personality, which include
496 Ordinary, Mighty, Shrewd, Pious, Nimble, Fearless, Combat, Lazy,
497 Sexy, Lucky, Patient, and Munchkin.
498 - New magic realms: Craft magic, Daemon magic
499 Other magic realms also exist for new classes' exclusive use.
500 Existing realms are modified.
501 - Class powers: class specific powers, like the racial one.
502 - Pernangband-like large wilderness map and many different dungeons,
503 including Maze, Volcano, R'lyeh, Anti-magic cave, Anti-melee cave,
504 Chameleon cave, Dark cave, Hell, Heaven, etc.
506 - The amount of energy which player and monsters take in each turn are
507 randomized, which makes pillar-dancing impossible, and produces
508 danger of possible sudden death.
509 - Monsters can breath or cast spells to a place adjacent to player.
510 - A monster which was attacked in the last turn can move and cast spells
511 even if the attacker is not in the line of sight.
512 So a Quylthulg pit is no more an easy source of experience.
513 - The path shape of bolt spells is same as the path of missile weapons.
514 - New abilities of monsters
515 - Dispel magic spell: dispels all magic of player, including
516 Globe of Invulnerability. And many deeper unique monsters,
517 including Serpent of Chaos, wisely cast dispel magic spell.
518 - Psycho spear: beam spell which penetrate Globe of Invulnerability.
519 - Stop the Time: A few monsters can cast it...
520 - blow with drain mana: some monster cause damage at SP with its blow.
521 - Higher level monsters can resist genocide.
522 - Even artifacts will be removed by *destruction*.
524 - Player can name his pets, and can take pets over to any place.
525 - Pet monsters will not turn against player when attacked by player.
526 - Monsters killed by player's pets don't drop items.
527 - Player and monsters cannot summon monsters of opposite alignment.
529 - Capture Ball, capture a monster to make pets, or carry a pet.
530 - Wizardstaff and Ring of Mana, decrease mana consumption of spells.
531 - ring of warning, warn before dangerous move.
532 and many other new items...
533 - Many new artifacts and new monsters.
534 - Random Quest monster is always unique, and one-time only.
535 - Ego rings and Ego amulets.
536 - Names of random artifacts will reflect it's ability.
537 A weapon which has fire brand, fire resistance, and fiery aura is
538 more likely named 'Fire Bland' or like that.
540 - When player level advances, stats increase sometimes. Instead,
541 stat gaining potion is much rarer.
542 - Players start with more HP and more SP, early stage is not very hard.
543 - Home is expanded to 20 pages. and all 4 Homes in 4 towns is same.
544 - New building Museum: Give as many items as you like for memorial.
545 - New building Hunter's office: They offer prize for wanted monsters.
547 - New casino game Poker : It's real poker.
548 - New casino game Monster Arena : You bets to one of four monsters.
549 They battle each other and you win when your monster wins.
550 - Auto picker: write item names on a file named 'pickpref.prf', then
551 these items will be automatically picked up or destroyed and even
552 automatically inscribed.
556 === Zangband History and Information ===
558 Versions 1.0 - 2.1.0c
559 ---------------------
561 The seeds of Zangband lie in an obsolete and long ago vanished PC
562 variant (somewhat misleadingly) dubbed Angband--. The variant was
563 written by a hopeless Angband addict (previously Moria veteran and
564 winner) who got bored with the standard monsters and wanted to
565 introduce some new monsters. Angband-- was based on the PC Angband 1.31
566 sources, and it was set in Roger Zelazny's 'Amber' universe.
568 Later this individual got a better computer and learned to code, and
569 produced the PC Zangband, and most Angband-- monsters survived into
570 PC Zangband 1.0. PC Zangband 1.0 was the first PC Angband to introduce
571 (simple, font-based) graphics, which were also used in the graphical
574 Yet this individual was still not cured of his addiction... his almost
575 as strong addiction to the Civilization style fantasy strategy game
576 'Master of Magic' inspired him to write a new magic system. The current
577 version of Zangband (2.*) incorporates this magic system, as well as
578 the best features from Angband-- and PC Zangband 1.0. It is based on
579 the Angband 2.8.1 sources (by Ben Harrison), and is therefore portable
580 to other systems (unlike the earlier versions which were for dos-pc's
583 Incidentally, this person (me, Topi Ylinen) also thought that the
584 standard Angband monsters were too easy, which led him to introduce
585 such monsters as Death swords, Cyberdemons and Great wyrms of power...
587 Versions 2.1.0d - present
588 -------------------------
590 ZAngband 2.1.0c was Topi's last version, he has got a job and and
591 doesn't have enough time anymore to continue work on ZAngband.
592 He asked for a new maintainer and I was the one to take over the task.
593 May I introduce myself, my name is Robert Ruehlmann, I'm the creator
594 of the graphical Angband versions for DOS and webmaster of
595 "Thangorodrim - The Angband Page" ("http://www.thangorodrim.net").
600 The newer versions of Zangband might not have come into existence
601 without the significant help from these excellent Angband programmers.
603 Topi would like to thank:
605 Ben Harrison, for obvious reasons.
607 Greg Wooledge, who pointed out a bug in the dos compiler,
608 which was preventing Topi's progress with the first 2.* version
609 of Zangband and for various patches.
611 Julian Lighton, who must have sent Topi more ideas, patches,
612 and bug reports, than all the others toghether.
614 Robert Ruehlmann, whose nice new main-dos.c enables SVGA
615 graphics and even windows in ms-dos.
617 Paul Sexton, who is responsible for about 50% of the new code
620 Robert would also like to thank:
622 Heino Vander Sanden, who created the quest-code and
623 Dean Anderson, whose patch showed me the quickest way to
624 implement the quests.
626 Adam Bolt, who created the new ZAngband tiles.
628 Scott Bigham, for the S-Lang patch.
630 Jeff Duprey for the new mutations.
632 John Duffin and Leigh Silas Hanrihan for the new items.
634 Marten Woxberg for many new ideas.
636 Ken Wigle for allowing me to include his town and quest code.
638 Tim Baker for many patches and bugfixes and for ZAngbandTk.
640 Chris Weisiger for many new vault layouts.
642 Juergen Neitzel for countless new rumors.
644 Topi Ylinen, Mark Howson, Adam Horowitz, Oscar Nelson and
645 all the other regular members of the #angband chat channel
646 for giving me lots of new ideas and being good friends.
648 Benny S. Hofmann, Aram Harrow, Greg Harvey, Keldon Jones,
649 Graham Murray, Remco Gerlich, Tim Baker, Oscar Nelson,
650 Adam Horowitz, David A. Henry, "Strikes", Chris Hadgis,
651 David Howdon, Jenni Henzel, Stephen Lee, Gwidon S. Naskrent,
652 Eric Wright, Bob Martin, Jeff Coleburn, Ethan Sicotte,
653 Brandon Walker, Kelly Trinh, Brian Graham, James W. Sager III,
654 John Holton, Larry Bassel, Markus Linnala, Musus Umbra,
655 Mike Hommel, Christopher Stranczek, Werner Baer, Andreas Koch,
656 Jon Boehnker, Jason Willoughby, David Paoletti and many others
657 for bugreports, patches, bugfixes, and ideas.
660 === Brief Version History (of standard Angband) ===
662 First came "VMS Moria", by Robert Alan Koeneke (1985).
664 Then came "Umoria" (Unix Moria), by James E. Wilson (1989).
666 In 1990, Alex Cutler and Andy Astrand, with the help of other students
667 at the University of Warwick, created Angband 1.0, based on the
668 existing code for Umoria 5.2.1. They wanted to expand the game, keeping
669 or even strengthening the grounding in Tolkien lore, while adding more
670 monsters and items, including unique monsters and artifact items, plus
671 activation, pseudo-sensing, level feelings, and special dungeon rooms.
673 Over time, Sean Marsh, Geoff Hill, Charles Teague, and others, worked
674 on the source, releasing a copy known as "Angband 2.4.frog_knows" at
675 some point, which ran only on Unix systems, but which was ported by
676 various people to various other systems.
678 Then Charles Swiger (cs4w+@andrew.cmu.edu) attempted to clean up the
679 mess, resulting in several versions, starting sometime around November,
680 1993, with Angband 2.5.1 (more or less) and leading up to Angband 2.6.2
681 in late 1994. Several people ported (the primarily Unix/NeXT centered)
682 Angband 2.6.1 to other platforms, including Keith Randall, who made a
683 Macintosh port that added support for color usage. Some of the changes
684 during this period were based on suggestions from the "net", PC Angband
685 1.40, UMoria 5.5, and some of the Angband "variations", such as
688 Finally, I (Ben Harrison) took over in late 1994 when Charles Swiger
689 left. Initially my intention was simply to clean up what had become,
690 after ten years, a rather unholy mess, but the deeper I delved into the
691 code, the more it became apparent that drastic changes were needed, so,
692 starting with MacAngband 2.6.1, I began a more or less total rewrite,
693 resulting, eventually, in Angband 2.7.0, released around January first,
696 Angband 2.7.0 was a very clean (but very buggy) rewrite that, among
697 other things, allowed extremely simple porting to multiple platforms,
698 starting with Unix and Macintosh, and by the time most of the bugs were
699 cleaned up, in Angband 2.7.2, including X11, and various IBM machines.
700 Angband 2.7.4 was released to the "ftp.cis.ksu.edu" site, and quickly
701 gained acceptance, perhaps helped by the OS2 and Windows and Amiga and
702 Linux ports. Angband 2.7.5 and 2.7.6 added important capabilities such
703 as macros and user pref files, and continued to clean up the source.
704 Angband 2.7.8 was designed to supply another "stable" version that we
705 can all give to our friends, with new "help files" and "spoiler files"
706 for the "online help", plus a variety of minor tweaks and some new
707 features. Angband 2.7.9 optimized a few things, and tweaked a few other
708 things, and cleaned up a few other things, and introduced a few minor
711 It is very hard to pin down, along the way from 2.6.2 to 2.7.0, and
712 thence to 2.7.8, exactly what was added exactly when. Most of these
713 steps involved so many changes as to make "diff files" not very useful,
714 since often the diff files were as long as the code itself. Most of the
715 changes, with the notable exception of the creation of the new
716 "main-xxx.c" files for the various new platforms, and a few other
717 exceptions generally noted in the source, were written by myself,
718 either spontaneously, or, more commonly, as the result of a suggestion
719 or comment by an Angband player. So if you have any problems with
720 anything that you do not recognize from older versions, you can blame
721 them on me. And if you like the new features and such, you can send me
722 a brief little "thank you" email (to benh@phial.com) or something...
724 The Official Angband Home Page ("http://www.phial.com/")
725 was created along with Angband 2.7.9 to serve as an up to date
726 description of any bugs found in various versions, and to list all of
727 the people whose email addresses I kept having to look up.
730 === Some of the changes from Angband 2.6.1 to Angband 2.7.9 ===
732 The most important modification was a massive "code level cleanup" that
733 made all of my other modifications much simpler and safer. This cleanup
734 was so massive that in many places the code is no longer recognizable,
735 for example, via "diff -r", often because it was rewritten from
738 The second most important modification was the design of a generic
739 "term.c" package, which allows Angband to be ported to a new machine
740 with as few as 50 lines of code. Angband 2.7.9 thus runs without
741 modification on many machines, including Macintosh, PowerMac, Unix/X11,
742 Unix/Curses, Amiga, Windows, OS2-386, DOS-386, and even DOS-286.
744 It would be difficult to list all of the changes between Angband 2.6.1
745 and Angband 2.7.9, because many of them were made in passing during the
746 massive code level cleanup. Many of the changes are invisible to the
747 user, but still provide increased simplicity and efficiency, and
748 decreased code size, or make other more visable changes possible. For
749 example, the new "project()" code that handles all bolts, beams, and
750 balls, the new "update_view()" code that simplifies line of sight
751 computation, or the new "generate()" code that builds new levels in the
752 dungeon. Many changes have been made to increase efficiency, including
753 the new "process_monsters()" and "update_monsters()" functions, and
754 the new "objdes()" and "lite_spot()" routines. The generic "Term"
755 package yielded efficient screen updates, and enabled the efficient use
758 But anyway, here are a few things that come to mind, in no particular
759 order, and with very little time or effort. Somehow I managed to put
760 off updating this file to the very end, and it will just have to do for
761 now. The recent changes (and bug fixes) can be found at the Official
768 generic feature array, with template file
769 generic object array, with template file
770 generic artifact array, with template file
771 generic ego-item array, with template file
772 generic monster array, with template fils
773 generic vault array, with template file
774 binary image files for the template files
775 special stat effect tables
776 a special table of spells
777 a special table of options
779 inventory restrictions
780 using objects off the floor
781 various new runtime options
782 the new "destroy" command
783 the new "examine" command
784 the new "note" command
785 the new "dump screen" command
786 the new "load screen" command
787 the new "un-inscribe" command
788 the new "change visuals" command
789 the new "change colors" command
790 the new "change macros" command
791 the new "save game" command
792 the new "fire" vs "throw" commands
793 rearranged equipment slots
795 an extra inventory slot
798 better monster memory
805 special lighting effects
809 much cleaner store code
810 generic spell projections
811 scrolls of *identify*
815 new message recall code
816 new spell and prayer code
817 massive cleanup of effects code
818 new object allocation routines
819 powerful (but simple) on line help
820 robust savefile cheat preventers
821 new official cheating options
823 new hallucination code
824 optimized object description code
825 new keypress input routines
826 actual object discounts
827 fractional (asymptotic) speed
828 postponing updates/redraws
829 run-time price determination
830 better wizard commands
832 launchers of extra shots
833 elemental ignore flags
835 new player ghost creation
836 no more sliding objects
837 no more sliding monsters
840 regularized the artifact code
841 regularized the ego-item code
842 new monster abilities
843 new monster spell attacks
844 some new store owners
845 run-time skill computation
846 player kills vs ancestor kills
847 better room illumination code
848 better group monster code
849 table access through pointers
850 more redefinable constants
851 slightly new screen layout
852 extreme code cleaning
853 extreme optimizations
856 === A Note from the Maintainer (of standard Angband) ===
858 Welcome to Angband 2.7.9v6.
860 My name is Ben Harrison, and I have been the maintainer of Angband
861 since November, 1994, when the previous maintainer, Charles Swiger
862 (who developed Angband 2.5.1 through 2.6.2), got a real job. Starting
863 with Angband 2.7.0, and continuing through the current version (2.7.9),
864 I have been responsible for a number of major improvements to the basic
865 Angband game, some of them obvious to the casual user and others hidden
866 below the surface, but no less significant. The most significant
867 improvement has been a total rewrite of large portions of the code,
868 which, after ten years of modifications by various people, had begun to
869 resemble a rotting death mold. Also significant was the design of a
870 generic "term.c" package, which has allowed Angband to be easily ported
871 to Macintosh, Amiga, X11, Windows, and basically every system in
872 existance (including a beta-version for DOS-286).
874 In addition, I have added lots of new commands, features, and
875 functionalities, most of which appear to have been accepted by most
876 people as a good idea (TM).
878 It is extremely easy to port Angband 2.7.9 to a new system. If you
879 cannot find a version that will compile on your machine, you can
880 usually make one by writing a single file of about one hundred lines of
883 Angband 2.7.8 was intended to be a nice, clean, stable version, so we
884 can all give copies to our friends. Unfortunately, it contained a few
885 minor bugs. The *enchant* armor/weapon scrolls were "swapped". The game
886 starts to look funny if too many objects accumulate on the floor. The
887 "Q" command (commit suicide) does not work. You may not be able to load
888 older savefiles. Some special dungeon levels may take a long time to
889 generate. Good drops can include cursed rings of speed. But you can see
890 that none of these are "fatal", so Angband 2.7.8 remains for now the
891 most "official" version.
893 Angband 2.7.9v1 through Angband 2.7.9v6 are intended as "transition"
894 versions leading up to the release of Angband 2.8.0. Angband 2.8.0 will
895 include many extensive changes from Angband 2.7.8, see the web page for
898 Most of these changes have been completed, and include things like
899 cleaning up some internal code issues, optimizing the code (again),
900 extending the functionality of some existing commands (such as target
901 and look, which now handle directional motion), tweaking various
902 aspects of the program, most notably in the introduction of new
903 symbols and colors for various monsters, and in the use of a more
904 regular set of RGB values for the various color codes, etc. Again, see
905 the web page for a complete list.
907 Angband 2.8.0 will introduce a version independent savefile format,
908 along with a new terrain feature concept, and the ability to allow
909 multiple objects in the same cave grid. It may or may not separate the
910 "unique" monsters from the "normal" monsters, perhaps introducing some
911 new "normal" monsters, such as "skeleton lord" or "giant boar" or
914 You can email compliments, complaints, bug reports, and presents to
915 me ("benh@voicenet.com"), and you can post interesting experiences,
916 general questions, compilation questions and code suggestions to the
917 newsgroup ("rec.games.roguelike.angband").
919 You can obtain the latest source and pre-compiled executables from
920 various places, try "ftp://ftp.cis.ksu.edu/pub/Games/Angband/Angband-2.7.x"
921 and the developer site at "ftp://export.andrew.cmu.edu/angband". You
922 will need to enter the appropriate sub-directory, such as "Source" or
925 You should visit "http://www.voicenet.com/~benh/Angband/" (the
926 Official Angband Home Page) and "http://www.paranoia.com/~jth/angband.html"
927 (the Unofficial Angband Home Page), for more up to date information.
929 You may freely distribute the game, and its source, though you are
930 bound not only by the existing copyright notice from 1984, but also
931 whatever restrictions may be present on various other pieces of the
932 code, including the fact that any source written by me is technically
933 automatically placed under copyright and may thus not be used for
936 The basic help files supplied with this game are more or less up to
937 date, but when in doubt, the source (or the newsgroup) is the place to
938 turn for advice. Or attempt to figure it out by experimentation, this
939 is sometimes the most fun. In particular, see "commands.txt" for
940 information on the available commands, some of which have been recently
941 added or changed, and "options.txt", which describe how to customize
942 several aspects of the game to suit your preferences.
944 The documentation is very easy to modify and update, so you may want to
945 check in to the ftp site occasionally to see if there are any new help
946 files (or spoiler files) for you to acquire. Note that the spoiler
947 files are not distributed with the source since they are so huge, but
948 you can obtain them from various places as with the source and
949 executables. New spoiler files may be placed in the "lib/help" or
950 "lib/info" directories, to allow access via the "online help" system.
952 Remember to tell all your friends about how much you like Angband...
959 === A Posting from the Original Author ===
961 From: koeneke@ionet.net (Robert Alan Koeneke)
962 Newsgroups: rec.games.roguelike.angband,rec.games.roguelike.moria
963 Subject: Early history of Moria
964 Date: Wed, 21 Feb 1996 04:20:51 GMT
966 I had some email show up asking about the origin of Moria, and its
967 relation to Rogue. So I thought I would just post some text on the
970 First of all, yes, I really am the Robert Koeneke who wrote the first
971 Moria. I had a lot of mail accusing me of pulling their leg and
972 such. I just recently connected to Internet (yes, I work for a
973 company in the dark ages where Internet is concerned) and
974 was real surprised to find Moria in the news groups... Angband was an
975 even bigger surprise, since I have never seen it. I probably spoke to
976 its originator though... I have given permission to lots of people
977 through the years to enhance, modify, or whatever as long as they
978 freely distributed the results. I have always been a proponent of
979 sharing games, not selling them.
983 Around 1980 or 81 I was enrolled in engineering courses at the
984 University of Oklahoma. The engineering lab ran on a PDP 1170 under
985 an early version of UNIX. I was always good at computers, so it was
986 natural for me to get to know the system administrators. They invited
987 me one night to stay and play some games, an early startrek game, The
988 Colossal Cave Adventure (later just 'Adventure'), and late one night,
989 a new dungeon game called 'Rogue'.
991 So yes, I was exposed to Rogue before Moria was even a gleam in my
992 eye. In fact, Rogue was directly responsible for millions of hours of
993 play time wasted on Moria and its descendents...
995 Soon after playing Rogue (and man, was I HOOKED), I got a job in a
996 different department as a student assistant in computers. I worked on
997 one of the early VAX 11/780's running VMS, and no games were available
998 for it at that time. The engineering lab got a real geek of an
999 administrator who thought the only purpose of a computer was WORK!
1000 Imagine... Soooo, no more games, and no more rogue!
1002 This was intolerable! So I decided to write my own rogue game, Moria
1003 Beta 1.0. I had three languages available on my VMS system. Fortran
1004 IV, PASCAL V1.?, and BASIC. Since most of the game was string
1005 manipulation, I wrote the first attempt at Moria in VMS BASIC, and it
1006 looked a LOT like Rogue, at least what I could remember of it. Then I
1007 began getting ideas of how to improve it, how it should work
1008 differently, and I pretty much didn't touch it for about a year.
1010 Around 1983, two things happened that caused Moria to be born in its
1011 recognizable form. I was engaged to be married, and the only cure for
1012 THAT is to work so hard you can't think about it; and I was enrolled
1013 for fall to take an operating systems class in PASCAL.
1015 So, I investigated the new version of VMS PASCAL and found out it had
1016 a new feature. Variable length strings! Wow...
1018 That summer I finished Moria 1.0 in VMS PASCAL. I learned more about
1019 data structures, optimization, and just plain programming that summer
1020 then in all of my years in school. I soon drew a crowd of devoted
1021 Moria players... All at OU.
1023 I asked Jimmey Todd, a good friend of mine, to write a better
1024 character generator for the game, and so the skills and history were
1025 born. Jimmey helped out on many of the functions in the game as well.
1026 This would have been about Moria 2.0
1028 In the following two years, I listened a lot to my players and kept
1029 making enhancements to the game to fix problems, to challenge them,
1030 and to keep them going. If anyone managed to win, I immediately found
1031 out how, and 'enhanced' the game to make it harder. I once vowed it
1032 was 'unbeatable', and a week later a friend of mine beat it! His
1033 character, 'Iggy', was placed into the game as 'The Evil Iggy', and
1034 immortalized... And of course, I went in and plugged up the trick he
1037 Around 1985 I started sending out source to other universities. Just
1038 before a OU / Texas football clash, I was asked to send a copy to the
1039 University of Texas... I couldn't resist... I modified it so that
1040 the begger on the town level was 'An OU football fan' and they moved
1041 at maximum rate. They also multiplied at maximum rate... So the
1042 first step you took and woke one up, it crossed the floor increasing
1043 to hundreds of them and pounded you into oblivion... I soon received
1044 a call and provided instructions on how to 'de-enhance' the game!
1046 Around 1986 - 87 I released Moria 4.7, my last official release. I
1047 was working on a Moria 5.0 when I left OU to go to work for American
1048 Airlines (and yes, I still work there). Moria 5.0 was a complete
1049 rewrite, and contained many neat enhancements, features, you name it.
1050 It had water, streams, lakes, pools, with water monsters. It had
1051 'mysterious orbs' which could be carried like torches for light but
1052 also gave off magical aura's (like protection from fire, or aggravate
1053 monster...). It had new weapons and treasures... I left it with the
1054 student assistants at OU to be finished, but I guess it soon died on
1055 the vine. As far as I know, that source was lost...
1057 I gave permission to anyone who asked to work on the game. Several
1058 people asked if they could convert it to 'C', and I said fine as long
1059 as a complete credit history was maintained, and that it could NEVER
1060 be sold, only given. So I guess one or more of them succeeded in
1061 their efforts to rewrite it in 'C'.
1063 I have since received thousands of letters from all over the world
1064 from players telling about their exploits, and from administrators
1065 cursing the day I was born... I received mail from behind the iron
1066 curtain (while it was still standing) talking about the game on VAX's
1067 (which supposedly couldn't be there due to export laws). I used to
1068 have a map with pins for every letter I received, but I gave up on
1071 I am very happy to learn my creation keeps on going... I plan to
1072 download it and Angband and play them... Maybe something has been
1073 added that will surprise me! That would be nice... I never got to
1074 play Moria and be surprised...
1080 === Previous Versions (outdated) ===
1083 VMS Moria Version 4.8
1084 Version 0.1 : 03/25/83
1085 Version 1.0 : 05/01/84
1086 Version 2.0 : 07/10/84
1087 Version 3.0 : 11/20/84
1088 Version 4.0 : 01/20/85
1091 V1.0 Dungeon Generator - RAK
1092 Character Generator - RAK & JWT
1094 Miscellaneous - RAK & JWT
1095 V2.0 Town Level & Misc - RAK
1096 V3.0 Internal Help & Misc - RAK
1097 V4.0 Source Release Version - RAK
1099 Robert Alan Koeneke Jimmey Wayne Todd Jr.
1100 Student/University of Oklahoma Student/University of Oklahoma
1106 Umoria Version 5.2 (formerly UNIX Moria)
1107 Version 4.83 : 5/14/87
1108 Version 4.85 : 10/26/87
1109 Version 4.87 : 5/27/88
1110 Version 5.0 : 11/2/89
1111 Version 5.2 : 5/9/90
1113 James E. Wilson, U.C. Berkeley
1114 wilson@ernie.Berkeley.EDU
1115 ...!ucbvax!ucbernie!wilson
1118 D. G. Kneller - MSDOS Moria port
1119 Christopher J. Stuart - recall, options, inventory, and running code
1120 Curtis McCauley - Macintosh Moria port
1121 Stephen A. Jacobs - Atari ST Moria port
1122 William Setzer - object naming code
1123 David J. Grabiner - numerous bug reports, and consistency checking
1124 Dan Bernstein - UNIX hangup signal fix, many bug fixes
1130 Copyright (c) 1989 James E. Wilson, Robert A. Keoneke
1131 This software may be copied and distributed for educational,
1132 research, and not for profit purposes provided that this copyright
1133 and statement are included in all such copies.
1135 Umoria Version 5.2, patch level 1
1137 Angband Version 2.0 Alex Cutler, Andy Astrand, Sean Marsh, Geoff Hill,
1140 Angband Version 2.4 : 5/09/93
1142 Angband Version 2.5 : 12/05/93 Charles Swiger.
1144 Angband Version 2.6 : 9/04/94
1146 Angband Version 2.7 : 1/1/95 Ben Harrison
1151 Updated : Zangband DevTeam
1152 Updated : Hengband 1.5.3