Patches |
The Angband source code is freely available and many programmers make changes to the source. Most patches and bugfixes must be used to the source code and need to be compiled. A good knowledge of C doesn't hurt if you want to use these patches, because some need a little finetuning. |
Patches are generated with the 'diff' utility and later applied with 'patch'. These tools are already installed on most Unix and Linux machines. For other systems you'll have to search the internet to find a version that works on your machine.
Last Updated: 11th September 2001
Author: Jonathan Ellis
Downloads:
Description: This patch replaces various files from Angband 2.9.3 and doesn't require recompiling of the game. It changes many monsters, objects, ego items, artifacts, and vaults as well as adding some new sections to the online help. For details please take a look at the documentation.Last Updated: 26th April 2001
Author: Eytan Zweig
Downloads:
Description: Changes dungeon generation so that vaults may be flipped on the x and y axises, allowing greater variation in dungeon appearance.Last Updated: 19th March 2001
Author: Eytan Zweig
Downloads:
Description: Adds artifact memory. If you *identify* an artifact in one game, all subsequent games from the same savefile will know the artifact's abilities (unless randarts are used). Note that, while this patch does not break savefiles, wierd things may happen if a character is taken back and forth between a version that supports this and one that does not.Last Updated: 19th March 2001
Author: Eytan Zweig
Downloads:
Description: Adds an option for a prompt before picking up items heavy enough to slow the player.Last Updated: 19th March 2001
Author: Eytan Zweig
Downloads:
Description: Changes the way the level feeling delay is calculated, so time in the town has no effect on it. In other words, if you go down to the dungeon, spend some time in there, go back to the town, and return to the dungeon, the appearance of the level feeling will depend on the last level you were in in the dungeon, and not on the town.Last Updated: 19th March 2001
Author: Eytan Zweig
Downloads:
Description: Changes the way level feelings are affected by pits to be dependant on the type of pit/nest and the depth.Last Updated: 13th March 2001
Author: Dr. Andrew White
Homepage: Dr. Andrew White's home page
Downloads:
Description: A patch on monster light. The monsters who have the HAS_LITE flag set from r_info.txt will have a torch radius around them. Currently the monsters who you would expect to have light, do. They include innately lit monsters (light hounds, fire vortex, etc), and monsters who would carry light (human monsters like mages, paladins, priests, etc). Most towns people carry lite.Last Updated: 13th September 2000
Author: Iain McFall
Downloads:
Description: This patch uses a term-window to show all monsters currently in view. Known OOD monsters and uniques are shown in different colours. It never gives information that you couldn't get by 'l'ooking around.Last Updated: 13th September 2000
Author: David T. Blackston
Homepage: David T. Blackston's Homepage
Downloads:
Author: Gordon Lipford
Downloads:
Description:Author: Gordon Lipford
Downloads:
Description: This patch generates much more esthetically pleasing character weights.Author: Chris Kern
Downloads:
Description: Allows the user to make notes about the characters progress (with the ':' command) and save them to a text-file. An option allows the game to automatically generate notes when the player kills an unique, finds an artifact, or gains a level.Author: Ross Morgan-Linial
Downloads:
Description: This patch expands the power of the object flags display (in the character info screen) and the inspect command. Note: Partially included in 2.9.2.Changes:
Author: Tom Morton
Downloads:
Description: Allows a bigger display of the dungeon.Author: Matthias Kurzke
Downloads:
Description: This patch allows to change various values of ego-items that were previously hardcoded into the game and to add completely new ego items without changing the source code. You can define what object-types can become a specific ego-item (for example Cloak -> Cloak of Aman). The level/rarity concept of normal objects is now also applied to ego-items. And random abilities, high resists, and sustains can be defined for ego-items.Author: Ed Cogburn
Homepage: http://greene.xtn.net/~ecogburn/
Downloads:
Description: I have a patch which effects how the game ends after character death. Instead of the awkward linear ending, I've done a kind of menu. On the tombstone screen at the bottom it prints:(D) Dump char record (C) Show char info (T) Show top scores (ESC) ExitThe first three options do the normal routines as expected, except that they return back to this tombstone screen with the above option line at the bottom. The player can now inspect anything he wishes in whatever order, and multiple times if he wishes. The last option is the only way to end the game. Note also I don't use the spacebar or the return key for this menu, so if the player has "overrun" the character death by hitting too many Returns or Spacebar keypresses, he won't miss anything that comes after character death.
© 1997, 2001 by Robert Rühlmann, Eytan Zweig |