1 === History of Bakabakaband ===
4 Jan. 9th, 2004 Bakabakaband 1.6.0 (New stable branch) released.
5 This is a bug-fix version of 1.5.4, and
6 the first version of the new stable branch (1.6.x) .
8 - Activation of the Wizardstaff of Gandalf was changed.
9 - Activation of the Charmed Pendant was changed.
10 - "share gold" in thievs guild was abolished.
11 - Hunter's office make no difference between two races of the same name.
12 - Mirrors will disappear when you move to other floor.
15 "./configure --with-setgid=games" didn't work.
16 Strange behavior for inscriptions such as {@ud}.
17 Sanity blast each time you used save command.
18 Quest rewards in lite_town were older.
19 The game crashed at cure mutation service when you are a Lucky.
20 The rarely crashed when a unique vanished from a saved floor.
21 When a monster threw another monster, the player caused damage.
22 Many typo, screen update failures, wrong descriptions etc.
24 - All changes for 1.4.5 are also included in 1.6.0 .
27 Jan. 9th, 2004 Bakabakaband 1.4.5 (Old stable branch) released.
28 This is the final version of old stable branch (1.4.x),
29 and is the final version without the saved floor.
31 - Avoid displaying unimportant descriptions when *identified* an object.
32 - Enabled use of sound.cfg on Windows. (Thanks to KoKa)
33 - Mimicing monsters '+','%','{' didn't appear in monster knowledge menu.
36 Samurai couldn't use Boomerang tech in Arena.
37 A monster in Capture Ball sometimes disenchanted and changed.
38 Random teleport in Monster Arena cause infinite loop.
39 Charging Magic Whistles were stacked, and charge was reset.
40 Surplus {special} fake inscription on identified artifact.
41 Some items in the Race career list in character dump were missing.
42 Warrior of the Dawn couldn't reproduced in forests.
43 Cursed weapon in left hand was able to move to right hand.
44 Summon Pet sometimes failed.
45 Stop time was cancelled when any monster die.
46 Miscount of Silver Angels.
47 Renamed "A Set of Gloves of Dragon" to "A Set of Dragon Gloves".
48 Sometimes pets mistakenly breathed on the player.
49 Sometimes normal breath pierce walls.
50 The Minotaur of the Labyrinth should be summond by final boss.
51 Many typo, screen update failures, wrong descriptions etc.
54 Aug. 12th, 2003 Bakabakaband 1.5.4 (Development branch) released.
56 - New artifatct amulets.
57 - Special inscription {@ma},{@0} etc. on equip/floor lists are allowed.
58 - Tags, "a)" etc., are always effected by above inscription.
59 - 'x' mark of view_unsafe_grids will be cleared by disarming spell.
62 Pval didn't effect on values of normal objects.
63 Proficiency of missile weapons were not increased.
65 - All changes for 1.4.4 are also included in 1.5.4.
68 Aug. 12th, 2003 Bakabakaband 1.4.4 (Stable branch) released.
71 Hidden doors were not hidden on tile graphics mode.
72 'Stop singing' didn't take time. (It should take 1/10 turn.)
73 Repeat didn't work correctly for Forcetrainers when blinded.
76 Jul. 20th, 2003 Bakabakaband 1.5.3 (Development branch) released.
78 - Improved Warning ability a bit.
79 - Some English text were corrected. (thanks to an choco)
82 Crash after every auto-save.
83 view_unsafe_grids allowed to see trails in the Maze.
84 Repeat didn't work correctly for Forcetrainers when blinded.
86 - All changes for 1.4.3 are also included in 1.5.3.
89 Jul. 20th, 2003 Bakabakaband 1.4.3 (Stable branch) released.
92 Experience gain for killing monsters was zero.
93 When using manual_haggle, selling items didn't work.
94 Mana point was not updated correctly after Clear Mind.
97 Jul. 10th, 2003 Bakabakaband 1.5.2 (Development branch) released.
98 - Random artifacts get more 'Construction point' for Android.
99 - Hunter's office gives items as prize now.
100 - Probing gives all monster recall infomations.
101 - Crowns of telepathy get many low ESPs when high one is 'nonliving'.
102 - Warning ability is more accurate now.
103 - Some monsters have 'dark light' now.
104 - The Armageddon trap is less dangerous now.
105 - Duration check of temporal effects on monsters is changed of timing.
106 - And stealth of the player will get effected by their speed.
107 - STUPID monsters try to cast spells in anti-magic cave.
108 - Score penalty for Amberite Berserkers no longer applied.
109 - Shapechanger will really change shape on tile graphics mode.
110 - "Colour out of space" is same letter as terrain type under foot.
111 - Parmanent walls at boundaries mimics normal terrains in dungeon.
112 - Enhanced view_unsafe_grids option; 'x' will be cleared when walked over.
113 - 'Cure mutation' service will always succeed.
114 - Special inscription like {@ma} can be used in all commands now.
115 - [Y/n] check on character generation accept all keys except N and ESC.
116 - You can set Character history using template file at birth now.
117 - Character dump now displays Blue-magics.
118 - Character dump now displays full details of lost fight on Arena.
119 - Tidyed up Quest list display.
120 - Added 'Dark elven pit'
121 - Copy&Paste using mouse on X11 port. (from sCthangband)
124 Strange behaviors after using save command (^S).
125 '@' displayed at wrong position when trap door activated.
126 Duplicate unique monster while player is dominating one as their pet.
127 Inconsistent message about the effect of the jewel.
128 Incomplete update for sub-windows. etc...
130 - All changes for 1.4.2 are also included in 1.5.2.
133 Jul. 10th, 2003 Bakabakaband 1.4.2 (Stable branch) released.
135 - Cancelling of Racial/Class power no longer takes energy.
136 - The algorism for breath shape is changed.
139 Samurai was not able to 'Assume a Posture' when they have pets.
140 Buggy behavior of Teleportaion while mounting on a Lord of Change.
141 Inven/Equip sub-window displayed gerbages when resized.
142 Wrong monster name in playrecord file at the Arena.
144 Sorcerer and Red-Mage didn't get cost bonuses from Proficiency.
145 'Rush Attack' was able to pass over the Pattern.
146 Collected display update for "Fingolfin's Challenge" song.
147 Overflaw of item's value in store.
148 Songs were not really stopped while global map.
149 Date/time went wrong when player race is changed.
150 'Rodeo' sometimes failed to fail and behaved as succeed.
151 Collected font on WinNT/2000/XP.
152 Pets sometimes involved the player in their spell by mistake.
153 Wrong value of ego ring of resist time.
154 Salt Water didn't have effect on living.
155 Two rare bugs on decision for Quest completion.
156 Charge overflaw for stack of rods.
157 Clones of unique monster sometimes changed to real unique.
158 Bug on adding essence on a equippment with negative pval.
159 Collected update for monster light. etc...
162 Dec. 24th, 2002 Bakabakaband 1.5.1 (Development branch) released.
164 - Added visual editor in lists of known objects and etc... (Unangband)
165 - Clairaudience spell of Bard doesn't detect walls with treasure.
167 Monsters on saved floors awake, Error handling while save,
168 Monster data is broken while save and then crash,
169 Shaft takes you to wrong levels.
170 - All changes for 1.4.1 are also included in 1.5.1.
173 Dec. 24th, 2002 Bakabakaband 1.4.1 (Stable branch) released.
175 - Elvish waybread fully satisfies mortals. (from OAngband)
176 - General store sell Elvish waybread.
177 - Salt water don't effect undead etc...
178 - Description of weapons/armour from OAngband.
179 - Added disturb when objects with inscription {!!} is recharged.
180 - Improved display of tiles at knowledge command, etc., on Bigtile mode
183 Vault with no entrance, Crash at (a) of info command,
184 Arena while Wraithform, Activation of smith's equip,
185 Foods while mimiccing, Kind of monsters at the Mountain,
186 Broken name of the Staff, Random teleport in monster arena.
189 Dec. 9th, 2002 Bakabakaband 1.5.0 (Development branch) released.
191 Implemented 'Saved Floors':
192 - You can climb back the same stairs to get back to the same floor.
193 - But different stairs will always take you to different floors.
194 - All saved floors will be cleared when your reached to the surface.
195 - Changed effects of Level teleport, trap door and stair creation.
196 (Each effect takes you to the floor right above or right under.)
197 - Remove two options; dungeon_stairs and confirm_stairs
198 - Add a new option 'confirm_quest' which warns about one-way stairs.
199 - Increased number of walls with treasure.
200 - Implemented walls with hidden treasure.
201 - Removed detect treasure effect from the Detection spell.
204 Dec. 9th, 2002 Bakabakaband 1.4.0 (Stable branch) released.
206 - Removed scrolls of satisfy hunger and that class power of Berserkers.
207 Androids can quaff flasks of oil.
208 Barlogs can sacrifice corpses with symbol 't','p', or 'h' using the Eat command.
209 Golems, Zombies, Skeletons, and Spectors can Eat charges of wands and staffs.
210 Ents can get nutritions from water in any potions.
211 - Added lists of known monsters/objects from Eyangband.
212 - Shift + direction keys will move cursor quickly in the look command.
213 - Tuned interface to list stack of items in the look command with easy_floor.
214 - Added new service of buildings in town which evaluate effects of your AC.
215 - Added disturb_high: disturb whenever high-level monster moves
216 - Added allow_debug_opts: allow use of debug/cheat options
217 - Changed 'munchkin_death' into a cheat option 'cheat_save'.
218 - Removed terrain_streams and stupid_monsters.
219 - Fixed typos and grammar errors on English. (Thanks to John Mikula)
221 Too many items break savefile. Crash at boundary of wilderness.
222 Stop time at forest of global map. Hidden door at Deep Water.
223 A floor mimiccing wall. Warding True. Disintegration on runes.
224 Absence of new traps. Confused Blue-mage. Quickness of Mirror-magic.
225 Resurrection of Amberites. Multiple Chameleon King.
226 Buffer-overflow breaks macro.
229 Oct. 31st, 2002 Bakabakaband 1.3.1 (Development branch) released.
231 - Added a new menu 'Keep on top' for subwindows of Windows version
232 - Auto-Inscription-For-Resistances, {%}, will work dynamically.
233 - Weak pseud-identified inscription for enchanted objects is now
234 {uncursed} instead of {good}.
235 - New trapped rooms: Piranha trap and Armageddon trap.
236 - Keep background terrain under Rune of Protection and Rune of Explosion.
237 - Fixed the bug that trapped pit is isolated within walls.
238 - Removed little boy and fat man.
239 - New unique; Sheer Heart Attack, the Bomb Hand
240 - Changed configure.in so that acconfig.h is no longer needed.
241 - All changes from 1.2.0 to 1.2.2.
244 Oct. 31st, 2002 Bakabakaband 1.2.2 (Stable branch) released.
246 - The Cloning Pits now includes Borshin.
247 - Description of *identified* Light source of darkness now include
248 effects on light radius as numerical value.
249 - Fixed bug that radius of light source couldn't reach to zero however
250 many darkness items are equipped, when the player has fiery aura.
251 - Fixed many bugs(rod of percention, Royal Crypt, etc...)
254 Sep. 9th, 2002 Bakabakaband 1.2.1 (Stable branch) released.
256 - Added description about license of Bakabakaband; 'jlicense.txt'.
257 (jlicense.txt is Japanese only for now)
258 - Increased AC of the ego Ring of Protection (Extra Armor) by 7.
259 - Fixed some bug on monster's AI.
260 - Fixed bug that cause crash when specific chest trap triggerd.
261 - Fixed wrong display of the Tower quest in quest information command.
262 - Fixed bug that fail rates of the imitation differed from the value
263 displayed in a spell list.
264 - Changed the Walken to be drop items.
265 - Fixed some memory leak and overruns and underruns memory allocation.
266 - Fixed some other bug.
269 Aug. 28th, 2002 Bakabakaband 1.3.0 (Development branch) released.
271 - Added a new room type; trapped monster pit.
272 - Added object flags of various ESPs. (from Unangband and ToME)
273 - Every slay flags now have corresponding *slay* flags.
274 - The 'C' command display ESPs, Slays and 'other' flags on a new page.
275 - Now Weaponsmiths can attach ESPs and *slay*s on equipments.
276 - Inserted new-lines after first two paragraphs of monster-recall.
277 - 'Experience' of Andoroid is now displayed as construction point.
278 - Counting of play time will stop within the auto-picker editor.
279 - Wrote quest information in character dump file.
280 - Apply auto-destroy just after using Psychometry.
281 - Added new command letter ';' of auto-picker/destroyer which forces
282 the game to ask if you want to pick the item up. (Thanks to Kieron)
283 - The '?' key shows you contextual help while option setting and
284 character making.(from Eyangband)
287 Aug. 28th, 2002 Bakabakaband 1.2.0 (Stable branch) released.
290 - Splited version tree into two branch;
291 development version: 1.3.x and stable version: 1.2.x.
292 - Introduced save-file-version which is independent from actual
293 version number of the game.
294 - Placed Thorondor at level 50 of the Mountain dungeon as a master.
295 - Strengthened all greater eagles very much.
296 - Added new options: destroy_feeling and destroy_identify which
297 control whether auto-destroy will be applied just after pseudo
298 identify or identify.
299 - Moved manual_haggle option into birth option from game option.
300 - A mirror made by mirror-master will change back to original terrain
301 when the mirror is broken.
302 - Added description of every spells of Magic-eater.
303 - Area of Darkness spell was changed back to same as 1.1.0RC2.
304 - You can use '(' and ')' key as first or last item on item selection.
305 - Changed message text at climbing up to surface level.
306 - Halved experience of drujs.
307 - Added more descriptions of personalities on help file and character
310 Modifications for auto-picker/destroyer editor:
311 - Added descriptions about function of {%} and {%all}.
312 - Added search commands '/', 'n', 'N' on the editor.
313 - New commands '~', '!', ';', '(' which repeatedly add or remove
314 corresponding command letter.
315 - The game no longer creates pickpref-<player's name>.prf when
316 pickpref.prf is already exist.
317 - Do auto-save the game at starting the editor.
320 Jun. 15th, 2002 Bakabakaband 1.1.0 released.
322 - Changed behavior of light area.
323 - Various bug fixes and tuning.
326 Jun. 2nd, 2002 Bakabakaband 1.1.0 Release Candidate 1 released.
328 - Splited Life realm into two and new spells added; New 'Life' realm
329 and New 'Crusade' realm.
330 - Speed system modified; multiple-moves got fewer at early stage.
331 - Vi-like in-game editor(the _ key) of Auto-picker/destroyer
333 - Character background can be edited by player at birth.
334 - Auto-destoy/Auto-inscription is now performed just after identify
335 objects (like auto-squelch).
336 - Indicators of temporal effects(status bar) are now have variable
338 - new option view_unsafe_grids from Unangband; Unkown grids that have
339 not beed trap detecteted are marked with gray 'x'.
340 - new option disturb_trap_detect from Oangband; disturbs you when
341 player is running out of trap-detected area.
342 - new option alert_trap_detect; alerts you with message when the
343 player is moving out of the trap-detected area.
344 - Ninja can now throw(v) Iron Spikes in the Arena.
345 - Known monster level is displayed together with monster name in look
347 - The game loads only either pickpref-<name>.prf or pickpref.prf, not
349 - Fake inscriptions({cursed} {empty} etc..) are not hidden under real
351 - A stack of more than 23 objects on floor can be listed when
352 easy_floor is on; you can scroll the list with the enter key.
353 - Expanded limit radius of light from player's light source.
354 - Downstairs don't become 'very long stairs' when ironman_downward is
356 - Added Essence of Slay human and Essence of Warning for Weaponsmith.
357 - Added new monsters.
358 - Default color of permanent walls is now Light Umber.
359 - Added a few new tiles.
363 Apl. 6th, 2002 Bakabakaband 1.0.11 released.
365 - The on-line help files is translated to English
366 - Warning ability of an object can be canceled by its inscription {$}.
367 - The terrain feature of brake changed '#' -> ':'
368 - Format of the mon-info.spo is revised
369 - HUMAN flag for monsters and SLAY_HUMAN flag for weapons
370 - 'Muramasa' and 'Chainsword' are modified and have SLAY_HUMAN now.
371 - The cause of death is written in character dump.
372 - Paralyzation status is written in the text of the cause of death.
373 - Cursed items have various random unpleasant effects.
374 - Bigtile graphics mode, each tile have double width and become a square.
375 - Bigscreen from OAngband
376 - Correct cause of death when hallucination
377 - Savefile name longer then 8 letters can be used. (For Windows)
378 - Normal magic items have descriptions when *identified*
382 Mar. 6th, 2002 Bakabakaband 1.0.10 released.
384 - New artifact, ego-ammo and vault.
385 - Class power of Red-Mage is more useful.
386 - Force Trainer becomes more and more powerful in melee when
387 they use 'Improve Force'.
388 - Monster AI is a bit improved.
389 - The Serpent of Chaos summons guardians of each dungeons.
390 - Random artifact names list was expanded.
391 - Iron Spikes has (dmg per shot/dmg per turn) display.
392 - Automatically tidy up bundles of ammo to 99 ammo and the rest.
393 - Interact with visual command takes ^N ^A ^C.
394 - Support 16x16 tile. Selected by extra option -- -a on X11.
395 - 8x8 tile supports lighting effects.
396 - Screen shot is supported in graphics mode.
397 - Support in MPW environment of Macintosh.
399 Jan.30th, 2002 Bakabakaband 1.0.9 revision 1 released.
401 - Fixed one more bug which cause crash (English version only).
403 Jan.27th, 2002 Bakabakaband 1.0.9 released.
405 - New character making screen
406 - New character information 'C' screen
407 - Range and accuracy of crossbow are changed.
408 - Rod of Pesticide was changed.
409 - The score server now holds colored screenshots at dying and winning.
410 screenshots will be placed at:
411 'http://www.kmc.gr.jp/~habu/local/hengscore-en/screens/'.
412 But links on the webpage to the screenshots are not yet available.
413 - Limited support of 8x8 tile graphics.
414 - Bakabakaband online help in *Japanese*.
415 (sadly English version of online help is not yet available)
416 - Rune of explosion no longer has anti-summoning effects.
417 - Rune of protection no longer has perfect
418 anti-summoning effects. Sea of runes are no longer
419 perfect. But this change has a good side effect:
420 monsters can waste its time to try summoning.
421 - Identify spell now shows only unidentified items in the list.
422 - Difficulty to activate random artifact is changed.
425 Dec.31th, 2001 Bakabakaband 108fix2 revision 1 released.
427 - 'fix2' is japanese bug fixed version but this bug was
428 not effect on English version.
429 - The 'interact with knowledge' command changed.
430 You can get display of lines of auto picker/destroyer.
433 Dec.31th, 2001 Bakabakaband 108fix1 version 3 released.
435 - Auto macro dump and other auto dump is now
436 more useful. Old dump lines will be deleted
437 before appending new dump.
438 - A minor typo and a minor bug fixed.
441 Dec.30th, 2001 Bakabakaband 108fix1 version 2 released.
443 - All remained japanese messages are found and fixed,
444 using a exclusive C program.
445 - You can now define macros in the 'pickpref.prf'.
448 Dec.29th, 2001 Bakabakaband 108fix1 released.
450 - This is a bug fixed japanese version, and almost
451 - same as 108eng3, but a few more bugs are fixed.
454 Dec.25th, 2001 Bakabakaband 108eng2(stable) and 108eng3(test version) released.
456 - 108eng2: fixed some typo. ']' key now can be used as macro key.
457 - 108eng3: macro trigger is displayed in more suitable way;
458 such that \[F1] or \[control-shift-alt-HOME].
459 And you can use alt-key plus alphabet-key as macro
460 key on Windows now; \[alt-A] or \[shift-alt-B].
463 Dec.24th, 2001 Bakabakaband 108eng1: makefile.bcc was not work. now fixed.
465 Dec.24th, 2001 Bakabakaband 1.0.8 released. This is a new Japanese version.
467 The source can be used to compile English version too.
468 - The address of the world score server is changed.
469 - Makefiles was changed again.
470 - New item: Magic Whistle.
471 - Ninja had been a bit weakened.
472 - can study known spells using 'G' command for more proficiency.
473 - Some minor bugs was fixed.
474 - Yet another japanese massage was translated.
477 Dec.17th, 2001 Bakabakaband 1.0.7fix2 english beta4 released.
479 - Yet another remained japanese messages are now translated.
480 - Changed some option info texts and names again.
481 - Inventory lists of Home and Museum in the character dump is fixed.
482 - Some bugs related groo and Metal Babble is fixed.
485 Dec.11th, 2001 Bakabakaband 1.0.7fix2 english beta3 released.
487 - fixed a compile error. English info message of artifacts added.
488 - changed some info text and name of options.
491 Dec. 9th, 2001 Bakabakaband 1.0.7fix2 english beta2 released.
493 - fixed a terrible bug,
494 - items in the home was not saved when more than 24 items stored.
495 - Binary for Macintosh (ppc, osX) is now available.
498 Dec. 8th, 2001 Bakabakaband 1.0.7fix2 english beta released.
500 - Many mistakes of English messages, and bugs are fixed.
503 Dec. 5th, 2001 1.0.7fix2 english alpha2 released.
505 - fixed some mistakes of archives.
508 Dec. 4th, 2001 Bakabakaband 1.0.7fix2 english alpha version released.
511 === The main differences of Bakabakaband 1.0.7 from ZAngband2.2.8 ===
513 - World score server: You can register scores and character dumps.
514 - Player can write last words when died, which is displayed in the
515 character dump registered to the score server.
516 - Menu interface: return key activates the main menu which include almost
517 all commands. So beginners don't need to memorize all commands.
519 - Player can ride on some pet monsters, horses, dragons etc.
520 - Player can wield two weapons at once or wield a weapon with two-handed.
521 - Player have proficiency levels of each weapons and spells, like Nethack.
522 - Player can change second magic realm. All previous realm's spell will
523 be lost. There is a limit in the total of studying spells.
526 Tourist : they can poorly cast arcane spells. difficult to survive.
527 Imitator : imitate spells or abilities which monsters have just used.
528 BeastMaster : dominate or summon monsters and ride on these.
529 Sorcerer : cast spells of all magic realms. But physically hopeless.
530 Archer : a warrior specialized in missile weapon. can create ammo.
531 Magic-Eater : absorb wands, staffs and rods to use it as magic spell.
532 Bard : sing songs. like Harper of PernAngband.
533 Red-Mage : dual-class, can cast all lower rank spells of all realms.
534 Samurai : use Samurai Arts which include various special attack.
535 ForceTrainer : use the spiritual Force. prefer to be bare-hand
536 Blue-Mage : study monster's spells. use these as his own spell.
537 Cavalry : a warrior specialized in riding.
538 Berserker : powerful warrior. but cannot use magic items except potions.
539 Weaponsmith : extract essences from items. use it to improve equipment.
540 Mirror-Master : create magical mirror. use its fantastic power.
541 Ninja : act without lights, attack monsters with possible insta kill.
544 Ent, Archon, Balrog, Dunadan, Shadow-Fairy, Kutar, Android
545 - Player's Personality:
546 At the character making, you can choose Personality, which include
547 Ordinary, Mighty, Shrewd, Pious, Nimble, Fearless, Combat, Lazy,
548 Sexy, Lucky, Patient, and Munchkin.
549 - New magic realms: Craft magic, Daemon magic
550 Other magic realms also exist for new classes' exclusive use.
551 Existing realms are modified.
552 - Class powers: class specific powers, like the racial one.
553 - Pernangband-like large wilderness map and many different dungeons,
554 including Maze, Volcano, R'lyeh, Anti-magic cave, Anti-melee cave,
555 Chameleon cave, Dark cave, Hell, Heaven, etc.
557 - The amount of energy which player and monsters take in each turn are
558 randomized, which makes pillar-dancing impossible, and produces
559 danger of possible sudden death.
560 - Monsters can breath or cast spells to a place adjacent to player.
561 - A monster which was attacked in the last turn can move and cast spells
562 even if the attacker is not in the line of sight.
563 So a Quylthulg pit is no more an easy source of experience.
564 - The path shape of bolt spells is same as the path of missile weapons.
565 - New abilities of monsters
566 - Dispel magic spell: dispels all magic of player, including
567 Globe of Invulnerability. And many deeper unique monsters,
568 including Serpent of Chaos, wisely cast dispel magic spell.
569 - Psycho spear: beam spell which penetrate Globe of Invulnerability.
570 - Stop the Time: A few monsters can cast it...
571 - blow with drain mana: some monster cause damage at SP with its blow.
572 - Higher level monsters can resist genocide.
573 - Even artifacts will be removed by *destruction*.
575 - Player can name his pets, and can take pets over to any place.
576 - Pet monsters will not turn against player when attacked by player.
577 - Monsters killed by player's pets don't drop items.
578 - Player and monsters cannot summon monsters of opposite alignment.
580 - Capture Ball, capture a monster to make pets, or carry a pet.
581 - Wizardstaff and Ring of Mana, decrease mana consumption of spells.
582 - ring of warning, warn before dangerous move.
583 and many other new items...
584 - Many new artifacts and new monsters.
585 - Random Quest monster is always unique, and one-time only.
586 - Ego rings and Ego amulets.
587 - Names of random artifacts will reflect it's ability.
588 A weapon which has fire brand, fire resistance, and fiery aura is
589 more likely named 'Fire Bland' or like that.
591 - When player level advances, stats increase sometimes. Instead,
592 stat gaining potion is much rarer.
593 - Players start with more HP and more SP, early stage is not very hard.
594 - Home is expanded to 20 pages. and all 4 Homes in 4 towns is same.
595 - New building Museum: Give as many items as you like for memorial.
596 - New building Hunter's office: They offer prize for wanted monsters.
598 - New casino game Poker : It's real poker.
599 - New casino game Monster Arena : You bets to one of four monsters.
600 They battle each other and you win when your monster wins.
601 - Auto picker: write item names on a file named 'pickpref.prf', then
602 these items will be automatically picked up or destroyed and even
603 automatically inscribed.
607 === Zangband History and Information ===
609 Versions 1.0 - 2.1.0c
610 ---------------------
612 The seeds of Zangband lie in an obsolete and long ago vanished PC
613 variant (somewhat misleadingly) dubbed Angband--. The variant was
614 written by a hopeless Angband addict (previously Moria veteran and
615 winner) who got bored with the standard monsters and wanted to
616 introduce some new monsters. Angband-- was based on the PC Angband 1.31
617 sources, and it was set in Roger Zelazny's 'Amber' universe.
619 Later this individual got a better computer and learned to code, and
620 produced the PC Zangband, and most Angband-- monsters survived into
621 PC Zangband 1.0. PC Zangband 1.0 was the first PC Angband to introduce
622 (simple, font-based) graphics, which were also used in the graphical
625 Yet this individual was still not cured of his addiction... his almost
626 as strong addiction to the Civilization style fantasy strategy game
627 'Master of Magic' inspired him to write a new magic system. The current
628 version of Zangband (2.*) incorporates this magic system, as well as
629 the best features from Angband-- and PC Zangband 1.0. It is based on
630 the Angband 2.8.1 sources (by Ben Harrison), and is therefore portable
631 to other systems (unlike the earlier versions which were for dos-pc's
634 Incidentally, this person (me, Topi Ylinen) also thought that the
635 standard Angband monsters were too easy, which led him to introduce
636 such monsters as Death swords, Cyberdemons and Great wyrms of power...
638 Versions 2.1.0d - present
639 -------------------------
641 ZAngband 2.1.0c was Topi's last version, he has got a job and and
642 doesn't have enough time anymore to continue work on ZAngband.
643 He asked for a new maintainer and I was the one to take over the task.
644 May I introduce myself, my name is Robert Ruehlmann, I'm the creator
645 of the graphical Angband versions for DOS and webmaster of
646 "Thangorodrim - The Angband Page" ("http://www.thangorodrim.net").
651 The newer versions of Zangband might not have come into existence
652 without the significant help from these excellent Angband programmers.
654 Topi would like to thank:
656 Ben Harrison, for obvious reasons.
658 Greg Wooledge, who pointed out a bug in the dos compiler,
659 which was preventing Topi's progress with the first 2.* version
660 of Zangband and for various patches.
662 Julian Lighton, who must have sent Topi more ideas, patches,
663 and bug reports, than all the others toghether.
665 Robert Ruehlmann, whose nice new main-dos.c enables SVGA
666 graphics and even windows in ms-dos.
668 Paul Sexton, who is responsible for about 50% of the new code
671 Robert would also like to thank:
673 Heino Vander Sanden, who created the quest-code and
674 Dean Anderson, whose patch showed me the quickest way to
675 implement the quests.
677 Adam Bolt, who created the new ZAngband tiles.
679 Scott Bigham, for the S-Lang patch.
681 Jeff Duprey for the new mutations.
683 John Duffin and Leigh Silas Hanrihan for the new items.
685 Marten Woxberg for many new ideas.
687 Ken Wigle for allowing me to include his town and quest code.
689 Tim Baker for many patches and bugfixes and for ZAngbandTk.
691 Chris Weisiger for many new vault layouts.
693 Juergen Neitzel for countless new rumors.
695 Topi Ylinen, Mark Howson, Adam Horowitz, Oscar Nelson and
696 all the other regular members of the #angband chat channel
697 for giving me lots of new ideas and being good friends.
699 Benny S. Hofmann, Aram Harrow, Greg Harvey, Keldon Jones,
700 Graham Murray, Remco Gerlich, Tim Baker, Oscar Nelson,
701 Adam Horowitz, David A. Henry, "Strikes", Chris Hadgis,
702 David Howdon, Jenni Henzel, Stephen Lee, Gwidon S. Naskrent,
703 Eric Wright, Bob Martin, Jeff Coleburn, Ethan Sicotte,
704 Brandon Walker, Kelly Trinh, Brian Graham, James W. Sager III,
705 John Holton, Larry Bassel, Markus Linnala, Musus Umbra,
706 Mike Hommel, Christopher Stranczek, Werner Baer, Andreas Koch,
707 Jon Boehnker, Jason Willoughby, David Paoletti and many others
708 for bugreports, patches, bugfixes, and ideas.
711 === Brief Version History (of standard Angband) ===
713 First came "VMS Moria", by Robert Alan Koeneke (1985).
715 Then came "Umoria" (Unix Moria), by James E. Wilson (1989).
717 In 1990, Alex Cutler and Andy Astrand, with the help of other students
718 at the University of Warwick, created Angband 1.0, based on the
719 existing code for Umoria 5.2.1. They wanted to expand the game, keeping
720 or even strengthening the grounding in Tolkien lore, while adding more
721 monsters and items, including unique monsters and artifact items, plus
722 activation, pseudo-sensing, level feelings, and special dungeon rooms.
724 Over time, Sean Marsh, Geoff Hill, Charles Teague, and others, worked
725 on the source, releasing a copy known as "Angband 2.4.frog_knows" at
726 some point, which ran only on Unix systems, but which was ported by
727 various people to various other systems.
729 Then Charles Swiger (cs4w+@andrew.cmu.edu) attempted to clean up the
730 mess, resulting in several versions, starting sometime around November,
731 1993, with Angband 2.5.1 (more or less) and leading up to Angband 2.6.2
732 in late 1994. Several people ported (the primarily Unix/NeXT centered)
733 Angband 2.6.1 to other platforms, including Keith Randall, who made a
734 Macintosh port that added support for color usage. Some of the changes
735 during this period were based on suggestions from the "net", PC Angband
736 1.40, UMoria 5.5, and some of the Angband "variations", such as
739 Finally, I (Ben Harrison) took over in late 1994 when Charles Swiger
740 left. Initially my intention was simply to clean up what had become,
741 after ten years, a rather unholy mess, but the deeper I delved into the
742 code, the more it became apparent that drastic changes were needed, so,
743 starting with MacAngband 2.6.1, I began a more or less total rewrite,
744 resulting, eventually, in Angband 2.7.0, released around January first,
747 Angband 2.7.0 was a very clean (but very buggy) rewrite that, among
748 other things, allowed extremely simple porting to multiple platforms,
749 starting with Unix and Macintosh, and by the time most of the bugs were
750 cleaned up, in Angband 2.7.2, including X11, and various IBM machines.
751 Angband 2.7.4 was released to the "ftp.cis.ksu.edu" site, and quickly
752 gained acceptance, perhaps helped by the OS2 and Windows and Amiga and
753 Linux ports. Angband 2.7.5 and 2.7.6 added important capabilities such
754 as macros and user pref files, and continued to clean up the source.
755 Angband 2.7.8 was designed to supply another "stable" version that we
756 can all give to our friends, with new "help files" and "spoiler files"
757 for the "online help", plus a variety of minor tweaks and some new
758 features. Angband 2.7.9 optimized a few things, and tweaked a few other
759 things, and cleaned up a few other things, and introduced a few minor
762 It is very hard to pin down, along the way from 2.6.2 to 2.7.0, and
763 thence to 2.7.8, exactly what was added exactly when. Most of these
764 steps involved so many changes as to make "diff files" not very useful,
765 since often the diff files were as long as the code itself. Most of the
766 changes, with the notable exception of the creation of the new
767 "main-xxx.c" files for the various new platforms, and a few other
768 exceptions generally noted in the source, were written by myself,
769 either spontaneously, or, more commonly, as the result of a suggestion
770 or comment by an Angband player. So if you have any problems with
771 anything that you do not recognize from older versions, you can blame
772 them on me. And if you like the new features and such, you can send me
773 a brief little "thank you" email (to benh@phial.com) or something...
775 The Official Angband Home Page ("http://www.phial.com/")
776 was created along with Angband 2.7.9 to serve as an up to date
777 description of any bugs found in various versions, and to list all of
778 the people whose email addresses I kept having to look up.
781 === Some of the changes from Angband 2.6.1 to Angband 2.7.9 ===
783 The most important modification was a massive "code level cleanup" that
784 made all of my other modifications much simpler and safer. This cleanup
785 was so massive that in many places the code is no longer recognizable,
786 for example, via "diff -r", often because it was rewritten from
789 The second most important modification was the design of a generic
790 "term.c" package, which allows Angband to be ported to a new machine
791 with as few as 50 lines of code. Angband 2.7.9 thus runs without
792 modification on many machines, including Macintosh, PowerMac, Unix/X11,
793 Unix/Curses, Amiga, Windows, OS2-386, DOS-386, and even DOS-286.
795 It would be difficult to list all of the changes between Angband 2.6.1
796 and Angband 2.7.9, because many of them were made in passing during the
797 massive code level cleanup. Many of the changes are invisible to the
798 user, but still provide increased simplicity and efficiency, and
799 decreased code size, or make other more visable changes possible. For
800 example, the new "project()" code that handles all bolts, beams, and
801 balls, the new "update_view()" code that simplifies line of sight
802 computation, or the new "generate()" code that builds new levels in the
803 dungeon. Many changes have been made to increase efficiency, including
804 the new "process_monsters()" and "update_monsters()" functions, and
805 the new "objdes()" and "lite_spot()" routines. The generic "Term"
806 package yielded efficient screen updates, and enabled the efficient use
809 But anyway, here are a few things that come to mind, in no particular
810 order, and with very little time or effort. Somehow I managed to put
811 off updating this file to the very end, and it will just have to do for
812 now. The recent changes (and bug fixes) can be found at the Official
819 generic feature array, with template file
820 generic object array, with template file
821 generic artifact array, with template file
822 generic ego-item array, with template file
823 generic monster array, with template fils
824 generic vault array, with template file
825 binary image files for the template files
826 special stat effect tables
827 a special table of spells
828 a special table of options
830 inventory restrictions
831 using objects off the floor
832 various new runtime options
833 the new "destroy" command
834 the new "examine" command
835 the new "note" command
836 the new "dump screen" command
837 the new "load screen" command
838 the new "un-inscribe" command
839 the new "change visuals" command
840 the new "change colors" command
841 the new "change macros" command
842 the new "save game" command
843 the new "fire" vs "throw" commands
844 rearranged equipment slots
846 an extra inventory slot
849 better monster memory
856 special lighting effects
860 much cleaner store code
861 generic spell projections
862 scrolls of *identify*
866 new message recall code
867 new spell and prayer code
868 massive cleanup of effects code
869 new object allocation routines
870 powerful (but simple) on line help
871 robust savefile cheat preventers
872 new official cheating options
874 new hallucination code
875 optimized object description code
876 new keypress input routines
877 actual object discounts
878 fractional (asymptotic) speed
879 postponing updates/redraws
880 run-time price determination
881 better wizard commands
883 launchers of extra shots
884 elemental ignore flags
886 new player ghost creation
887 no more sliding objects
888 no more sliding monsters
891 regularized the artifact code
892 regularized the ego-item code
893 new monster abilities
894 new monster spell attacks
895 some new store owners
896 run-time skill computation
897 player kills vs ancestor kills
898 better room illumination code
899 better group monster code
900 table access through pointers
901 more redefinable constants
902 slightly new screen layout
903 extreme code cleaning
904 extreme optimizations
907 === A Note from the Maintainer (of standard Angband) ===
909 Welcome to Angband 2.7.9v6.
911 My name is Ben Harrison, and I have been the maintainer of Angband
912 since November, 1994, when the previous maintainer, Charles Swiger
913 (who developed Angband 2.5.1 through 2.6.2), got a real job. Starting
914 with Angband 2.7.0, and continuing through the current version (2.7.9),
915 I have been responsible for a number of major improvements to the basic
916 Angband game, some of them obvious to the casual user and others hidden
917 below the surface, but no less significant. The most significant
918 improvement has been a total rewrite of large portions of the code,
919 which, after ten years of modifications by various people, had begun to
920 resemble a rotting death mold. Also significant was the design of a
921 generic "term.c" package, which has allowed Angband to be easily ported
922 to Macintosh, Amiga, X11, Windows, and basically every system in
923 existance (including a beta-version for DOS-286).
925 In addition, I have added lots of new commands, features, and
926 functionalities, most of which appear to have been accepted by most
927 people as a good idea (TM).
929 It is extremely easy to port Angband 2.7.9 to a new system. If you
930 cannot find a version that will compile on your machine, you can
931 usually make one by writing a single file of about one hundred lines of
934 Angband 2.7.8 was intended to be a nice, clean, stable version, so we
935 can all give copies to our friends. Unfortunately, it contained a few
936 minor bugs. The *enchant* armor/weapon scrolls were "swapped". The game
937 starts to look funny if too many objects accumulate on the floor. The
938 "Q" command (commit suicide) does not work. You may not be able to load
939 older savefiles. Some special dungeon levels may take a long time to
940 generate. Good drops can include cursed rings of speed. But you can see
941 that none of these are "fatal", so Angband 2.7.8 remains for now the
942 most "official" version.
944 Angband 2.7.9v1 through Angband 2.7.9v6 are intended as "transition"
945 versions leading up to the release of Angband 2.8.0. Angband 2.8.0 will
946 include many extensive changes from Angband 2.7.8, see the web page for
949 Most of these changes have been completed, and include things like
950 cleaning up some internal code issues, optimizing the code (again),
951 extending the functionality of some existing commands (such as target
952 and look, which now handle directional motion), tweaking various
953 aspects of the program, most notably in the introduction of new
954 symbols and colors for various monsters, and in the use of a more
955 regular set of RGB values for the various color codes, etc. Again, see
956 the web page for a complete list.
958 Angband 2.8.0 will introduce a version independent savefile format,
959 along with a new terrain feature concept, and the ability to allow
960 multiple objects in the same cave grid. It may or may not separate the
961 "unique" monsters from the "normal" monsters, perhaps introducing some
962 new "normal" monsters, such as "skeleton lord" or "giant boar" or
965 You can email compliments, complaints, bug reports, and presents to
966 me ("benh@voicenet.com"), and you can post interesting experiences,
967 general questions, compilation questions and code suggestions to the
968 newsgroup ("rec.games.roguelike.angband").
970 You can obtain the latest source and pre-compiled executables from
971 various places, try "ftp://ftp.cis.ksu.edu/pub/Games/Angband/Angband-2.7.x"
972 and the developer site at "ftp://export.andrew.cmu.edu/angband". You
973 will need to enter the appropriate sub-directory, such as "Source" or
976 You should visit "http://www.voicenet.com/~benh/Angband/" (the
977 Official Angband Home Page) and "http://www.paranoia.com/~jth/angband.html"
978 (the Unofficial Angband Home Page), for more up to date information.
980 You may freely distribute the game, and its source, though you are
981 bound not only by the existing copyright notice from 1984, but also
982 whatever restrictions may be present on various other pieces of the
983 code, including the fact that any source written by me is technically
984 automatically placed under copyright and may thus not be used for
987 The basic help files supplied with this game are more or less up to
988 date, but when in doubt, the source (or the newsgroup) is the place to
989 turn for advice. Or attempt to figure it out by experimentation, this
990 is sometimes the most fun. In particular, see "commands.txt" for
991 information on the available commands, some of which have been recently
992 added or changed, and "options.txt", which describe how to customize
993 several aspects of the game to suit your preferences.
995 The documentation is very easy to modify and update, so you may want to
996 check in to the ftp site occasionally to see if there are any new help
997 files (or spoiler files) for you to acquire. Note that the spoiler
998 files are not distributed with the source since they are so huge, but
999 you can obtain them from various places as with the source and
1000 executables. New spoiler files may be placed in the "lib/help" or
1001 "lib/info" directories, to allow access via the "online help" system.
1003 Remember to tell all your friends about how much you like Angband...
1010 === A Posting from the Original Author ===
1012 From: koeneke@ionet.net (Robert Alan Koeneke)
1013 Newsgroups: rec.games.roguelike.angband,rec.games.roguelike.moria
1014 Subject: Early history of Moria
1015 Date: Wed, 21 Feb 1996 04:20:51 GMT
1017 I had some email show up asking about the origin of Moria, and its
1018 relation to Rogue. So I thought I would just post some text on the
1019 early days of Moria.
1021 First of all, yes, I really am the Robert Koeneke who wrote the first
1022 Moria. I had a lot of mail accusing me of pulling their leg and
1023 such. I just recently connected to Internet (yes, I work for a
1024 company in the dark ages where Internet is concerned) and
1025 was real surprised to find Moria in the news groups... Angband was an
1026 even bigger surprise, since I have never seen it. I probably spoke to
1027 its originator though... I have given permission to lots of people
1028 through the years to enhance, modify, or whatever as long as they
1029 freely distributed the results. I have always been a proponent of
1030 sharing games, not selling them.
1034 Around 1980 or 81 I was enrolled in engineering courses at the
1035 University of Oklahoma. The engineering lab ran on a PDP 1170 under
1036 an early version of UNIX. I was always good at computers, so it was
1037 natural for me to get to know the system administrators. They invited
1038 me one night to stay and play some games, an early startrek game, The
1039 Colossal Cave Adventure (later just 'Adventure'), and late one night,
1040 a new dungeon game called 'Rogue'.
1042 So yes, I was exposed to Rogue before Moria was even a gleam in my
1043 eye. In fact, Rogue was directly responsible for millions of hours of
1044 play time wasted on Moria and its descendents...
1046 Soon after playing Rogue (and man, was I HOOKED), I got a job in a
1047 different department as a student assistant in computers. I worked on
1048 one of the early VAX 11/780's running VMS, and no games were available
1049 for it at that time. The engineering lab got a real geek of an
1050 administrator who thought the only purpose of a computer was WORK!
1051 Imagine... Soooo, no more games, and no more rogue!
1053 This was intolerable! So I decided to write my own rogue game, Moria
1054 Beta 1.0. I had three languages available on my VMS system. Fortran
1055 IV, PASCAL V1.?, and BASIC. Since most of the game was string
1056 manipulation, I wrote the first attempt at Moria in VMS BASIC, and it
1057 looked a LOT like Rogue, at least what I could remember of it. Then I
1058 began getting ideas of how to improve it, how it should work
1059 differently, and I pretty much didn't touch it for about a year.
1061 Around 1983, two things happened that caused Moria to be born in its
1062 recognizable form. I was engaged to be married, and the only cure for
1063 THAT is to work so hard you can't think about it; and I was enrolled
1064 for fall to take an operating systems class in PASCAL.
1066 So, I investigated the new version of VMS PASCAL and found out it had
1067 a new feature. Variable length strings! Wow...
1069 That summer I finished Moria 1.0 in VMS PASCAL. I learned more about
1070 data structures, optimization, and just plain programming that summer
1071 then in all of my years in school. I soon drew a crowd of devoted
1072 Moria players... All at OU.
1074 I asked Jimmey Todd, a good friend of mine, to write a better
1075 character generator for the game, and so the skills and history were
1076 born. Jimmey helped out on many of the functions in the game as well.
1077 This would have been about Moria 2.0
1079 In the following two years, I listened a lot to my players and kept
1080 making enhancements to the game to fix problems, to challenge them,
1081 and to keep them going. If anyone managed to win, I immediately found
1082 out how, and 'enhanced' the game to make it harder. I once vowed it
1083 was 'unbeatable', and a week later a friend of mine beat it! His
1084 character, 'Iggy', was placed into the game as 'The Evil Iggy', and
1085 immortalized... And of course, I went in and plugged up the trick he
1088 Around 1985 I started sending out source to other universities. Just
1089 before a OU / Texas football clash, I was asked to send a copy to the
1090 University of Texas... I couldn't resist... I modified it so that
1091 the begger on the town level was 'An OU football fan' and they moved
1092 at maximum rate. They also multiplied at maximum rate... So the
1093 first step you took and woke one up, it crossed the floor increasing
1094 to hundreds of them and pounded you into oblivion... I soon received
1095 a call and provided instructions on how to 'de-enhance' the game!
1097 Around 1986 - 87 I released Moria 4.7, my last official release. I
1098 was working on a Moria 5.0 when I left OU to go to work for American
1099 Airlines (and yes, I still work there). Moria 5.0 was a complete
1100 rewrite, and contained many neat enhancements, features, you name it.
1101 It had water, streams, lakes, pools, with water monsters. It had
1102 'mysterious orbs' which could be carried like torches for light but
1103 also gave off magical aura's (like protection from fire, or aggravate
1104 monster...). It had new weapons and treasures... I left it with the
1105 student assistants at OU to be finished, but I guess it soon died on
1106 the vine. As far as I know, that source was lost...
1108 I gave permission to anyone who asked to work on the game. Several
1109 people asked if they could convert it to 'C', and I said fine as long
1110 as a complete credit history was maintained, and that it could NEVER
1111 be sold, only given. So I guess one or more of them succeeded in
1112 their efforts to rewrite it in 'C'.
1114 I have since received thousands of letters from all over the world
1115 from players telling about their exploits, and from administrators
1116 cursing the day I was born... I received mail from behind the iron
1117 curtain (while it was still standing) talking about the game on VAX's
1118 (which supposedly couldn't be there due to export laws). I used to
1119 have a map with pins for every letter I received, but I gave up on
1122 I am very happy to learn my creation keeps on going... I plan to
1123 download it and Angband and play them... Maybe something has been
1124 added that will surprise me! That would be nice... I never got to
1125 play Moria and be surprised...
1131 === Previous Versions (outdated) ===
1134 VMS Moria Version 4.8
1135 Version 0.1 : 03/25/83
1136 Version 1.0 : 05/01/84
1137 Version 2.0 : 07/10/84
1138 Version 3.0 : 11/20/84
1139 Version 4.0 : 01/20/85
1142 V1.0 Dungeon Generator - RAK
1143 Character Generator - RAK & JWT
1145 Miscellaneous - RAK & JWT
1146 V2.0 Town Level & Misc - RAK
1147 V3.0 Internal Help & Misc - RAK
1148 V4.0 Source Release Version - RAK
1150 Robert Alan Koeneke Jimmey Wayne Todd Jr.
1151 Student/University of Oklahoma Student/University of Oklahoma
1157 Umoria Version 5.2 (formerly UNIX Moria)
1158 Version 4.83 : 5/14/87
1159 Version 4.85 : 10/26/87
1160 Version 4.87 : 5/27/88
1161 Version 5.0 : 11/2/89
1162 Version 5.2 : 5/9/90
1164 James E. Wilson, U.C. Berkeley
1165 wilson@ernie.Berkeley.EDU
1166 ...!ucbvax!ucbernie!wilson
1169 D. G. Kneller - MSDOS Moria port
1170 Christopher J. Stuart - recall, options, inventory, and running code
1171 Curtis McCauley - Macintosh Moria port
1172 Stephen A. Jacobs - Atari ST Moria port
1173 William Setzer - object naming code
1174 David J. Grabiner - numerous bug reports, and consistency checking
1175 Dan Bernstein - UNIX hangup signal fix, many bug fixes
1181 Copyright (c) 1989 James E. Wilson, Robert A. Keoneke
1182 This software may be copied and distributed for educational,
1183 research, and not for profit purposes provided that this copyright
1184 and statement are included in all such copies.
1186 Umoria Version 5.2, patch level 1
1188 Angband Version 2.0 Alex Cutler, Andy Astrand, Sean Marsh, Geoff Hill,
1191 Angband Version 2.4 : 5/09/93
1193 Angband Version 2.5 : 12/05/93 Charles Swiger.
1195 Angband Version 2.6 : 9/04/94
1197 Angband Version 2.7 : 1/1/95 Ben Harrison
1202 Updated : Zangband DevTeam
1203 Updated : Bakabakaband 1.5.3