Removed the python code, and replaced it with scripting using Lua.
Added scripting for food, potions, scrolls, wands and staves.
Fixed the Amberite racial skills.
Climbing stairs no longer takes zero game time.
Replaced the combat system with a simplified version of Oangband
combat version 2. Changes include:
Enchant scrolls act more like stat potions, the increase is variable.
The critical hit formula is simpler.
The deadliness calculation is linear.
The intrinsic percentage deadliness is shown on the weapon.
Changed the damage dice of arrows and bolts.
Updated util.c to be more like that in newer versions of Angband.
Updated the init code to the Angband 2.9.3 codebase.
Zangband handles file permissions like Angband.
Updated the mac, windows and dos ports to use the latest files.
Updated the gtk port to use pelpels menu code.
The newgame command line flag now works properly with the gtk port.
Removed many magic numbers from the sourcecode.
The chaos patron big heal reward now restores stats and then heals
to ensure full heal like the potion of life.
Removed non-maximise mode, and changed maximise mode to have more
variablity at the start of the game. This method takes the best
attributes of both old options.
Disintegrate affects the new terrains in a smarter way.
Fixed possible crash in displaying shape-changing monsters.
Fixed the ironman_los option.
The ATTR_MULTI flag now takes into account the breaths if the monster
has any. This is similar to the code in Oangband. Several vortices
and Wyrms now use this flag.
Changed curse display on the info screen. A permanent curse is
displayed like an immunity.
Added the improved identification patch from RML.
Split up the cave data type into player and non-player information.
The memorisation of the map has changed so you remember the terrain
features. This prevents you from seeing Umber Hulks approaching
as they dig their tunnels.
Added the GRID_SEEN flag from Angband, and optimised the update_view()
and map_info() routines to use the new information.
Added a noise-level patch, similar to that in Oangband. The more
noisy you are, the further away the monsters will have accurate flow
information to your location.
Replaced the underlying wilderness code. The new code allows quests
in the wilderness to be made.
Replaced the old cave array with "regions". Regions allow
multiple dungeons to be active at once. They also simplifie the code
for creating towns and quests in the wilderness.
Fixed the rng so it works on 64bit systems.
Prevented the player from gaining extra information when selling items
to the rare stores.
Improved the artifact activation messages a bit.
The EAT_LITE mutation decreases o_ptr->timeout instead of the pval of
Replaced the quest code. The new code supports quests in the dungeon
wilderness, and general quests.
Fixed the spelling error with Aluminium flavoured items.
Added the missing documentation about the (+x/+y) information on ammo.
The players' colour depends on hitpoint status.
The disturb_traps option now works much better. You will get a
message if you move outside a region you have detected for traps.
Major code cleanup - replaced all coordinates in the form (y,x) with
the more natural (x,y) form.
The 'use all linux ports' option in makefile.std works now.
Added more lines to mondeath.txt and monspeak.txt
Decreased the xp for the plain gold ring, stopping score overflow.
Fixed problem when trying to destroy closed doors with GF_KILL_WALL.
Made the word of recall scroll more common in the shops and dungeon.
Fixed the road-making code so that it connects to town gates.
Fixed problems with spectres, doors, and the easy_open option.
Fixed the bug with monsters not being able to bash doors.
Fixed the bug with exiting item creation in debug mode early.
Added four new ego types for lites. Lites deliberately have easy_know.
Replaced some artifacts with others from gumband. Other artifacts
were renamed to be more in theme.
The phial is deeper in the dungeon, now that there are ego lites.
The inventory and equipment screens now support bigscreen.
The inventory, equipment and floor menu boxes now support bigscreen.
Some of the racial activation names were too long.
Searching is renamed to "sensing", and now has an additional affect on
Fixed display glitch with hitpoint warning menu.
Fixed the rarity inversion of monster pits/nests.
Added the new improved autoroller from Antiband.
Use "player_base".prf for player-specific pref file name.
Cleaned up the AI code somewhat, using some code from Oangband.
Gremlins should have the SILLY flag.
Enabled comments in get_rnd_line()
Added more lines for speaking uniques.
Monsters and objects are not quite so out of depth in vaults.
Passed the code through a hacked-up version of gnu-indent that
understands most of the angband coding style.
The svga port now knows about the font location on debian boxes.
Added patch to only darken rods if the whole stack is charging.
Updated the quark compaction code.
Fixed up some bugs in the automake makefiles.
The messages when loading a savefile are now displayed correctly.
Fixed bug with loading vanilla town savefiles with the player
standing the lower right hand corner of the map.
Fixed the crash caused by starting the game with the wizard mode
option and with a dead character.
Fixed bug trying to display a term with the overhead map, but with
too small of a size.
Aquatic monsters cannot be teleported onto dry land.
Made potions of restore life levels more common.
Fixed loading of some 2.4.0 savefiles that weren't working.
Fixed problems with items caused by importing older savefiles.
Added more 8x8 tiles
The wheel of fortune now shows the correct number when it stops.
Fixed out of bounds memory access in dungeon depth display.
Added the coloured monster-memory patch, with a few minor changes.
Added the vcs port mentioned on rgra.
Redid the birth screen with scrolling menus with the help of Matt T.
Added support for autoconf detection of the Athena widget set.
The autoconf stuff can be rebuilt from scratch.
Renamed 8X8.bmp to be 8x8.bmp, it works better on case-sensitive machines.
Fixed the problems with explosive runes. They will only explode if you are standing on them.
Fixed the really weak trap disarm spell.
Added a new race: ghoul. It has two special powers which are: paralyzing touch and eat corpses.
Fixed a bug that prevented skeletons from being resurrected.
Changed the default X11 fonts so that things behave better when people try to redefine them.
'Normal' artifacts are less common than in 2.6.1, hopefully the rarity now approaches that in 2.4.0
The correct town names are shown in character dumps.
Slaying weapons now use a different formula for the adjusted damage dice.
Made trump summoning spells more powerful - the formula was based on the old dungeon distribution of monsters.
Monsters now use LOS properly when targetting something.
Secret doors are supposed to look like granite walls.
Scrolls of *remove curse* are more common.
Monsters can open secret doors again.
Objects deep in the dungeon are more varied.
Added an ironman_los option for those who want to play without any line of sight abuses.
Fixed the problem with stacking of wands after loading a savefile.
The monster list term works properly even when the term is too small.
When you punch monsters, you do the damage shown on the information screen.
Graphics now works on 8bit screens in X. (Affects all X windows ports.)
Ghouls gain the 'sense living' ability when they get to level 30.
Increased the price of potions of experience.
The Unicorn of Order can bash down doors.
You can now open chests on the same square as yourself.
Fixed crash when starting with no savefile, and graphics is turned on.
Figurines are no longer found cursed in the dungeon.
Removed two obsolete los options.
The birth screen now shows race and class modifiers when you make your choice.
Added an option to show the 'experience to go until next level' instead of the total experience.
Cheerful leprechauns are affected by the silly monster birth option.
Added a command line option so that you can choose the tileset to the unix ports.
Changed the formatting in the unique killed list to be like [V]2.9.3
The gtk port is now of at least beta quality. It has been added to the makefile. It supports graphics and bigscreen resizing.
The spell-list term type now adjusts to window size.
Potions of resist heat and cold are more common.
Fixed compilation problems on machines lacking memset().
The supplies store can sell ammo.
Added an option so that you can set the map to remember monster-lit
Made potions of restore life levels more common.
Items from acquirement() can not be worthless anymore.
Quest rewards are now worth at least (100 * dungeon_level) gold pieces.
The object selection routines used by stores when stocking themselves
should be much faster.
Towns now have random names.
Added autoconf support.
Potions of Life will now give back full hitpoints even if CON was
Fixed the building prices. They were off by a factor of four.
The options screen could display bogus options.
Fixed problem with the description given when looking at snow.
Fixed problem with displaying charging artifact lights in the wrong
Fixed an off-by-one error in the object selection function.
The inventory is now reorganized after refueling from a lantern.
The monster list term is now turned off when hallucinating.
Interactions with traps shouldn't cause any display glitches.
Door bashing with '+' command works again.
Fixed an error that was preventing the throwing mutation from working.
Only display the 'gain' message when getting a mutation.
Fixed problem with monsters being able to walk though wall-like squares.
Fixed problem when recalling into the dungeon when the overhead map term
was turned on.
Fixed duplicated mutation information for the 'dazzle' mutation.
Updated the message you get when *identifying* artifact lights.
Fixed the problem with starting the game on 64bit machines.
Corrected the color palette for the 16x16 tiles in the DOS version.
The curses interface should now be more compatible with some BSD curses
The '5' key on the numeric keypad should now work in the X11 version.
The X11 and XAW versions default to three windows instead of eight.
Use the mkstemp() function where available instead of the insecure
The starting town has a fixed list of stores now.
Changed how the sanity-blasting effect of monsters works. It will
only happen if you can see the monster. Stats will not be drained.
However, you may become afraid, even if you have resist fear.
Made sanity blasting monsters much rarer.
Included 'unseen' monsters as a category in the kill-count list.
The rare book store now stocks more normal books, and less dungeon
Nightmare mode is slightly harder.
Splitted the 'lib/user/' folder into 'lib/pref/' for the default
pref files that are distributed with the game, and 'lib/user/'
(or ~/.angband/ZAngband/ on multi-user systems) for files created
by the user.
Changed object distribution from chests.
Added an alpha-quality gtk port.
Scrolls of protection are now preserved when an object on the floor
(including the scroll itself when reading it from the floor) prevents
the creation of the rune.
Halved the price of the 'identify pack' service at the Zymurgist.
Small towns can now have special buildings (like an inn).
Updated and added lots of tiles for the 8x8 and 16x16 graphics modes.
Updated the documentation.
Prevented object levels from getting too high and producing lots of
potions of new life at deeper levels.
Fixed the problem in stores with examining spell books from realms that
you do not belong to.
Fixed several bugs in new projection code.
Fixed a bug in the monster lighting code.
Fixed bug that prevented loading of version 2.4.0 savefiles.
Fixed score abuse when you had zero hard quests.
Fixed a problem with identify not being useable on items whose flavour
you have forgotten.
Corrected the prices of some weapons.
The game will now return the standard error-exit code of the system
when an error occurs.
Charisma didn't affect building prices in the right way.
Fixed a problem with the xaw port not reading font information from
Re-detecting forgotten traps works properly now.
The 'use old target by default' and 'equippy chars' options are now
disabled in Moria mode.
The default birth options for new characters can now be set from *.prf
The used staircases is now marked as known when entering a new level.
Refulling a latern from another latern in the inventory will now
correctly update the inventory and equipment windows.
Corpses are now correctly updated when switching Adam Bolt's tiles off.
Fixed annoying lack of redraw when moving about the wilderness map
Rangers were *worse* at shooting a monster in a tree than other classes.
Added some extra checking in the bitmap loading code.
Fixed a bug with mimics in the 'visible monsters' window.
Fixed bug with the fake_monochrome flag not being updated when the
graphics type changes.
Fixed display of item to be picked up when covered with gold, when
several options were set in a certain way.
The race- and class-specific player icons work now with the 8x8 tiles.
Extended the online helpfile system significantly (case-insensitive
searching, links into specific sections of a help-file).
Updated large parts of the documentation, and added a modified version
of Chris Weisiger's Angband Newbie Guide.
Added Tom Morton's 'fake artifact names' patch. Inscribing "a Foo" with
"#'Bar'" will display the item as "a Foo 'Bar'".
Added magical figurines, statues, and corpses (corpses are turned off
since they can't be resurrected yet).
Changed the way game-created inscriptions work. They're seperate from
player inscriptions now. No more problem with priests cursing and
scrolls of remove curse that mess up your own inscriptions.
Various changes to the Mindcrafter:
Dimension Door is back. At level 40.
Psychometry becomes Identify at level 25, not 40.
PSI damage only affects opponents that can see you (affects
neural blast, mind wave, as well as a Trump spell, a mutation
and a racial power).
Psychic Drain is always a radius-0 ball, not bigger.
Adrenalin Channeling only heals when the player isn't already
'heroed' ('herofied'? 'heroficated'?) and hasted.
Precognition also gives Detect Doors at level 5.
Added multiple message tracking (ie. 'You tunnel into the granite wall
Added a health display to the pet knowledge, extended the pet commands
and tweaked pet behavior somewhat.
Introduced pref files for options (for new savefiles).
Made amendments to various quests by Shayne Steel and their rewards.
Added several monsters.
Rebalanced and modified many monsters.
Monster groups now appear "scattered".
Added conical breath attacks.
New ironman option: Nightmare mode. It isn't even remotely fair.
Made some changes to the wizard commands.
Improved the documentation of the *_info.txt files.
Resting at the Inn now restores hit-points and mana.
Increased the ratings of the 'miniature cell' and 'interlock' vaults.
Modified the messages for some spells casted by monsters.
Restricted the rewards for killing monsters to uniques.
Added a new scroll 'of mundanity'.
New weapon type - the 'Diamond Edge' sword which has the vorpal flag.
Chests now use the '&' symbol and have more varied colors.
Decreased the levels of certain rods.
Lucerne Hammers are now 'polearms'. Turmil is now a 'blessed' blade.
Players should now be cautious when throwing certain potions!
Tweaked the naming of random artifacts.
Changed various monsters to allow them to speak and added relevant
entries to monspeak.txt.
Monsters with KILL_BODY will now perform an attack on other monsters
blocking their path rather than insta-killing them.
Added 8x8 graphics tiles for the new monsters and items.
Numerous spelling and grammar changes in, and additions to, various
Added code to support monster invulnerability and vampirism.
Removed the 'Unbiased RNG' option.
Separated chaos and confusion resistance and added RES_CONF to several
artifacts and other objects.
Changed the colors on some traps and added a new trap.
Removed the requirement that destroyed levels be 'boring'.
Disabled bones file production.
Updated the names of certain windows.
Made the autoroller a bit friendlier.
Added support for HTML help files to the Windows version.
Reduced the cost and level of the 'sterility' mutation.
Chaos Warriors can no longer get the 'You attract the attention of a
chaos deity' mutation.
Aggravation no longer annoys friendly monsters.
Tweaked 'star' spells to allow rays to be fired in all directions.
Due to popular demand, multiple rings are supported. Additional rings
can be obtained upon reaching an appropriate level.
Made amulet, potion, ring mimics slightly more troublesome.
Charging items now have a darker colour in inventory.
Lifted many shopkeepers from CthAngband, no more five copies of
the same 5k shopkeeper (unless the RNG is really after you).
Changed the savefile version numbering somewhat, to prevent problems
with the savefiles of development versions.
Fixed a bug in patterns in *greater* vaults that made it impossible
to walk them.
Fixed a bug that crashed the ^Q command now and then.
Added a missing entry to timefun.txt.
You can now teleport into forested areas. This will prevent getting
trapped in the wilderness.
Fixed a bug with tunneling.
Another attempt at fixing the 'more-than-seven-unnamed-Nazguls' bug.
Fixed a bug which could cause crashes when *id-ing* an object.
Fixed a bug that prevented monsters from casting spells correctly.
Fixed a bug in the wand/rod selling code.
Fixed a bug with '.' and ',' in the roguelike keyset.
Fixed an over-correction in the 'distance' function.
Fixed a bug that allowed *huge* vaults to be placed partially outside
of the level causing crashes or strange bugs.
Fixed a bug with the 'unified commands' option that allowed you to
perform certain actions when blinded or confused.
Fixed a bug that caused thrown/fired objects to look strange with
graphics turned on.
Fixed some problems in makefile.ibm and makefile.std.
Split the dungeon generation code into smaller files (generate.c, grid.c,
rooms.c and streams.c).
Changed the compiler optimization flags for the DOS version to work-
around a bug in DJGPP that could cause ZAngband to hang when
Added main-lsl.c from Angband 2.7.9v6. This is untested.
Removed some unused savefile code.
Fixed two bugs in the pet spellcasting AI.
Maximize mode, preserve mode, and the autoroller are now specified in
The number of spellpoints gained by casting 'Omnicide' is now resticted
to twice your maximum spellpoints.
'Teleport level' scrolls and spells won't have any effect on quest-levels
if the 'no upstairs' ironman mode is active.
Orc and Troll pits will no longer contain undead trolls or orcs.
The DOS version now uses BMP files instead of the patented GIF
Fixed a graphics glitch with beam spells and permanent walls.
Fixed an inaccessible area in one of the vaults.
Added Greg Wooledge's fix for a compilation problem on various Linux
The "laser eye" mutation will now properly anger pets and friendly
Fixed a bug in the "research monster" building command.
The time-command now displays the turn number.
The level-teleport from the pattern is now restricted to downward in
ironman mode, but allows to get down to the bottom of the dungeon if
you already finished off the Serpent.
Lit arena levels no longer reveal the whole level and the objects.
Added a new Ironman option to always generate "arena" levels.
Added a new startup option that controls terrain streamer generation.
Added two new "munchkin" startup options: one allows Mindcrafters to get
Dimension Door, and another turns the death save off (in a way).
Both prevent scoring and are displayed on character dumps.
Added a new Ironman option to always generate very unusual rooms.
Fiddled a little with the TY_CURSE code (to prevent paralyze/Cyberdemon
as result of certain things).
Added Eric Bock's wizard allocation patch.
Adapted Eric Bock's player centering scroll patch.
The Windows version will now try to create missing directories. (Eric Bock)
*Really* fixed the bug that could cause crashs when finishing a random
Several changes to the 'Old Castle' quest. Replaced the "unknown grids"
with normal floor. Fixed a bug that placed Mother Hydra instead of
Death Knights. The reward is now correctly placed in front of the inn.
You will now fail the quest when leaving without completing it first.
Fixed a bug that caused beam spells to do double damage at the end of
Orc and Troll pits will no longer contain undead trolls or orcs.
The casino will throw you out if you don't have money.
Fixed a glitch in the description of the snotlings.
Splitted up the cave generation source code.
Fixed a bug that could cause crashs when finishing a random quest.
Added a new quest and 3 new artifacts by Shayne Steele.
Added a new quest by John I'anson-Holton.
Added Mark Kvale's labyrinth rooms.
The Alter (+) command will close an open door, as the documentation
says it does.
The monster memory will now record the lack of attacks of some monsters.
Fixed some small bugs in the documentation.
Fixed some bugs that prevented display of the correct message when
failing some of the quests.
The quest stairs will no longer be placed on objects.
Disintegration spells will no longer affect grass and dirt and
disintegrated trees will leave behind a patch of grass.
Cleaned up the handling of non-living monsters.
Monsters detected by magic are now correctly marked as seen in the
Rewards for killing uniques are no longer depending on the "speaking
Fixed several small bugs in the monster definitions.
Fixed a bug that prevented the proper assignment of the Water Cave quest.
Fixed a bug in the distribution of charges for thrown wands and rods.
Fixed a bug that prevented Eldritch Horrors detected by telepathy or
magic from blasting your sanity.
Secret doors the player reveals are sometimes locked or jammed.
Doubled the maximum number of objects and monsters per level.
The spell list now uses colors.
The savefile loading code now always shows the correct version number.
Fixed a compilation problem in the X11 module when compiling with graphics
Fixed a compilation problem on Solaris and SGI machines.
Recharging wands, staffs, and rods is now easier and more powerful.
Fixed a bug that could crash the game when recharging wands or staves
with many charges.
Fixed a bug that created overcharged wands when purchasing wands from
The black market will now often carry stacks of wands, rods, and staves.
Fixed a bug in trump magic's Mind Blast spell that could crash the game.
Fixed a bug in the pricing of the recharge services for staves.
The Windows version will now prevent saving and exiting the game while
reading a scroll to stop certain abuses.
Spells that ask for a direction or an item to apply the spell to, can
now be canceled without losing a turn or mana.
Fixed a bug in Z 2.2.5c that lowered the hitpoints of many monsters.
Fixed two small bugs in the vaults.
Blue horrors will now appear near the location of the killed Pink horror.
Fixed a bug that prevented locked doors from detection with spells.
Fixed a compilation problem in main-gcu.c for curses versions support
Fixed a bug that allowed stacked staves to be overcharged in the tower
Fixed some bugs in the new vaults.
Fixed a bug that messed up the order of quests in the town Telmora.
Fixed a bug that allowed Farmer Maggot's dogs to speak when dying and
to be wanted for crimes.
Fixed a bug in the definition of the 16x16 tile for angels.
Compiled the DOS version with the up-to-date version of Allegro 3.11.
This should improve compatibility with various sound- and graphic-cards.
The Windows version no longer requires the ZAngband.ini file to be
Added an experimental terminal window option to show a player-centered
overhead view of the dungeon.
Quest monsters that have been teleported away by destruction spells
will now be healed.
Fixed a bug that caused the game to hang when entering some of the shops.
Fixed a typo in "melee2.c" that influenced speaking uniques.
The buildings in the "lite" town are not correctly initialized.
Long rumors (more than 80 characters) will no longer cause error
Bug in the price calculation of wands fixed.
Changed the windows resizing in the Windows version a bit.
Added an option to unify the item commands like "zap a rod", "use a
staff", "eat food", "aim a wand", ... into a "use object" command.
Bloodletters of Khorne drop Blades of Chaos less often.
Randomized the parameters for dungeon creation to produce more different
Character dumps will now include the inventories of all homes.
Empty slots in homes and the player inventory are no longer displayed
in the character dumps and spaces are stripped from the line endings.
Added Eric Bock's unbiased RNG as a startup-option.
Added a modified version of Matt Graham's speaking uniques patch.
The lines for every speaking unique are now user-defineable for the
fearful, friendly and normal monsters and the death of the monster.
Added lines for Farmer Maggots dogs.
Farmer Maggot, Martti Ihrasaari, and Fundin Bluecloak are now friendly,
but will fight back if attacked (or aggravated).
The Shadow Cloak of Luthien now provides light- and dark-resistance.
The confusion resistance granted by chaos resistance is now displayed.
Telekinetic powers no longer work on items in vaults.
Several small changes to the "City beneath the sea" quest.
Various quest related bugs have been fixed.
Changed the autoroller to the Angband 2.8.3 layout.
Pets will not try to shoot spells through the player.
Two bugs in the easy_pickup option fixed. The correct message will be
displayed when picking up an object from a stack including money.
Switching between inventory and equipment lists when selecting an
object will now correctly update the display.
Fixed a bug that displayed the quest-completed message again when
killing summoned monsters in an already completed fixed quest.
The descriptions for the lightning ball (radius 3) and the balance
dragon scale mail activation are now correctly displayed.
Fixed a bug that caused the wilderness to be reinitialized when
leaving a building even if not necessary.
Fixed a bug with the monster-tracking of some spells.
Fixed a typo and a wrong terrain feature in the "Logrus Master" quest.
Fixed a small error in the character history of vampires.
Fixed several bugs in the research monster building command.
Monster recall no longer shows the "You feel an intense desire to kill
this monster." message if you have not met the creature yet.
Added Keldon Jones' new main-gcu files with support for multiple windows,
color redefinition and special character support.
Many monsters have been tweaked a bit (mainly rebalancing hitpoints).
Potions of Healing and *Healing* are now more common on the deeper
levels. (Topi Ylinen)
Two new quests added. (Topi Ylinen)
New quest-failed texts for several quests. (Topi Ylinen)
The 8x8 tiles have been slightly edited and various errors in the tile
definitions have been fixed. (Topi Ylinen)
The command to dump the "Knowledge menu" lists into a file (with 'f'
or 'F') is available again. (Topi Ylinen)
Added the enhanced wand and rod stacking. (Leon Marick)
Most fixed quests will now be marked as failed if you leave before
completing your goal.
Changed the "Druid's Shop" quest to a "Logrus Master" quest.
Added 33 new vaults designed by Chris Weisiger.
Chests produce less gold and more items; all chest items are at least
"good" (like in GWAngband).
Increased the randomness of long-range teleport effects to decrease the
frequency of consecutive teleports "bouncing" the player between two or
three different spots (also from GWAngband).
Golems have now a penality to dexterity (-2).
Mindcrafters no longer get the 'dimension door' power.
Toned down The Katana of Groo and Stormbringer.
Toned down the number of extra attacks on random artifacts.
The quests from the magic towers are now only available for members
of the towers realm.
Added a note about the startup-options to the prompts at birth.
Fixed a bug that could crash the game when making strange offers while
Corrected the damage calculation for slays and brands in the weaponsmaster.
Fixed a bug in the Amberites 'shadow shifting' ability while in quests.
Fixed a bug that could turn monster hitpoints negative when draining
charges from magical items.
Monsters attacked by other monsters will now always wake up.
Fixed a typo in the description of 'Cthugha, the Living Flame'.
Added a patch by Julian Lighton, that changes the way effects like
Mind Wave interact with special critters like Pink Horrors and
Warriors of the Dawn.
Changed the Windows port to support easier resizing of the windows
and display of scores. Also removed the Abort menu item.
Added a modified 'main-x11.c' file by Denis Eropkin.
The wall creation spells like "Wall of Stone" no longer create a
wall directly on the player.
Corrected the pluralization of some monsters.
Added an updated short building documentation and a new rumor file
with many new and changed rumors (thanks to Juergen Neitzel).
The total number of rumors is now 613.
Fixed a bug that caused food to become invisible after switching from
the 8x8 tiles to ASCII mode.
Fixed a bug in the loading of magic realm specific pref-files.
Macros and other preferences in files with the names "Life.prf",
"Sorcery.prf", "Nature.prf", "Chaos.prf",
"Death.prf", "Trump.prf", and "Arcane.prf"
are now automatically loaded for magic users with these realms.
Fixed a small memory leak in the research monster option.
Fixed a bug in the chaos realm spell "Meteor swarm".
ZAngband will no longer try to place Sea-Trolls in troll pits.
Corrected hitpoints of lesser krakens and Yig, Father of Serpents.
Friendly monsters will no longer be wanted for crimes.
Undead players races will start the game at midnight.
Fixed a bug in the weaponsmaster that could cause the inventory to get corrupted.
Worked around a bug in the optimizer of the Windows MS VC compiler that caused all entries in the list of racial powers and mutations to be labeled with "a)".
Fixed a bug that allowed the player to gain full knowledge about all monsters.
Kamikaze yeeks and Leprechaun fanatics are now fearless.
Fixed a bug in the "polymorph self" routine that could cause crashes.
Restored the 'Hellfire' spell to it's former glory. Evil monsters take extra damage, all others normal damage.
Fixed a bug that allowed the player to fire anything with a bow that is too heavy to wield comfortably.
Fixed a bug that could place the player inside rubble after recalling down into the dungeon.
The algorithm for the selection of random quest monsters is now less likely to choose an easy monster, especially on the deeper levels.
Prevented savefile-scumming of the casino.
Fixed a bug that sometimes caused monsters in quests to share the same position with the player.
Fixed a bug that allowed up-stairs to be created in the 'no climbing up' mode on quest-levels.
Fixed the palette of the 16x16.bmp for the Windows version.
Fixed the 16x16 tiles for 'Wolf, Farmer Maggot's dog' and the 'insect swarm'.
Fixed a bug in the vanilla_town option that could cause the player to be trapped in permanent walls.
Improved the initialization- and game-speed and reduced memory requirements.
Added a menu for startup options (press '=' at character generation to enter it).
Added a 'vanilla town' startup-option, that disables the wilderness, buildings and quests (but you can still use the random quests).
Added several 'ironman' startup-options, like 'all stores closed', 'no climbing upwards', 'always small levels', and 'always autoscum'.
Added a menu for 'pet commands' (press 'p' to access it). You can call them to you, send them out to kill monsters, dismiss them, and allow/dissallow opening of door and picking up items. Your pets will drop all picked up items when you disallow them to pick up anything.
Greatly lowered the fail-rates of the trump spells.
Trump summoning spells will now only summon hostile monsters if the spell fails.
Rangers start now with a short-bow, a dagger and some arrows instead of the broad-sword.
High-mages will now start with a wand of magic missile.
Changed the monster AI to allow monster groups to surround the player in arena levels and in the wilderness.
Completely changed the item enchantment and recharge services of the buildings and adjusted the prices.
You can now also enchant bolts and shots in the Rangers guild.
Changed the Weaponsmaster to display the weapon-damage including the players bonus to damage.
Random quest monsters may now appear in groups or with escorts.
Changed the creation of trees in the dungeon to a more reasonable layout.
Added a new room type with four pillars.
Lowered the odds of ammunition breaking when thrown/fired.
Changed the display of racial powers and mutations to show fail rates.
Adjusted the 'shriek' mutation.
Changed the 'Hellfire' spell. Now it hurts Good, Evil resist, and others take normal damage.
Fixed a bug in the mindcrafter 'psychometry' spell that could cause crashes.
Fixed a bug in the rumors code that produced *strange* rumors.
You no longer receive "The sun has risen/fallen" messages when in a quest.
The 'Living Trump' spell now correctly gives 'random teleportation' or the 'teleport control' ability.
Golems, skeletons, zombies, vampires and spectres no longer get food rations at character birth. Vampires no longer get scrolls of light.
Fixed a bug that messed up quest-descriptions with single quotes in the text.
The 'banish evil' mutation no longer affects quest monsters or uniques.
'Swordsman' will now be correctly pluralized.
The 'Eric's Stronghold' quest in the 'lite' town is rewarded correctly.
A bug that caused *strange* problems when the sound of the DOS version was enabled was "fixed" by disabling MOD-file support.
Fixed a bug in the initialization of realm dependent buildings.
Added a bunch of new 16x16 tiles by Adam Bolt.
Updated the ZAngband FAQ and the documentation a bit.
The following bugfixes and patches are taken from Tim Baker's ZAngbandTk:
Added the 'easy floor' option. You can now select an item from a stack on the floor by browsing a list.
Fixed a bug that prevented the player from entering a new wilderness area if the target grid was lava or water.
The monster-health bar is now correctly updated.
The 'Cowardice' mutation is now correctly handled.
Animal pack monsters will now flee correctly if afraid.
Fixed a bug that could cause the mindcrafters spell-points to go below zero if a failed spell caused a mana-storm.
Friendly monsters and pets are now a bit more careful in the selection of targets for distance attacks.
Monsters falling asleep from an psi-attack are now correctly noted.
Escaping from an earthquake works now correctly.
Monsters that are embedded in rock after an earthquake are now killed.
Snaga sappers will now explode when killed.
Having mutations will now slow down hitpoint regeneration and reduce the hitpoints healed from draining monsters with a vampiric weapon. Beastman are affected less by this effect.
The door creation spell no longer creates a door directly on the player.
Added many new rumors by Juergen Neitzel.
Fixed the display of the life rating.
Fixed the wilderness mode prompt.
ZAngband now removes the '.lok' file when quitting at character generation on systems where VERIFY_SAVEFILE is defined.
Removed the space after Thorondor's name in r_info.txt.
Beholders are now worth less experience than the undead beholders.
Really fixed the bug in the 'Eric's Stronghold' quest.
Fixed the articles of the new armors.
The 'Assault on Montsalvat' quest is now only available to Paladins of Death.
Fixed two bugs in the monster polymorph code.
Changed the prompt when quitting (commiting suicide).
Changed the behaviour of the automatic trap disarming. Traps that can't affect you are now ignored.
Disintegration spells no longer affect water or lava.
Fixed a bug in the artifact activation code that prevented artifact dragon scale mails from activating correctly.
Scrolls of artifact creation no longer affect dragon scale mails.
Splitted up the source code into smaller files.
The chaos tower can now remove mutations.
Fixed a bug in the layout of the M$ quest.
Fixed a bug that made pack animal fearless.
Fixed a bug that could hang the game in mountain areas.
Fixed several spelling errors.
Fixed a bug that prevented already killed uniques from being revived for a quest.
Fixed a bug that allowed normal sized levels to be created when the 'always create small dungeon-levels' option is active.
Fixed a bug that caused monsters to cast spells at the player even if they can't hit the player with the spell.
Fixed several bugs in the M$ quest.
Fixed a bug in the 'Eric's Stronghold' quest.
Fixed a bug in the R'Lyeh quest.
Fixed a bug that allowed monsters that can 'destroy weaker monsters' to destroy quest monsters.
Fixed a bug that caused the extra attacks from mutations to sometimes "kill" an already dead monster.
Changed the vampiric mutation to act like the racial activation.
The mindcrafter 'psychometry' spell now can pseudo-id already sensed items.
Added Jesse Jones' updated main-mac.c file (used for the Mac versions) with improved handling of multiple monitors, arg_graphics is saved with the preferences, and a much more attractive alert window.
Fixed a bug that could crash the game when entering any area around the town 'Angwil'.
Fixed the 'wilderness mode' prompt.
Allowed the dropping of items and running in forests.
Pressing ESCAPE at the prompt for your bet in the gambling house works now correctly.
Fixed a graphics glitch with beam spells and permanent walls.
'Word of recall' works now also outside of the towns.
Golems, Zombies, Vampires, ... no longer can get food in the inns.
You have now to pay for rumors in the inn.
Dworkin Barimen has now a chance to drop the Jewel of Judgement.
You can no longer kick aquatic monsters in the ankle.
Removed a duplicated 'You have completed your quest!' when summoning and killing a monster in an already completed quest.
Killing monsters with the explosion of a thrown potion gives now experience.
Fixed the 'You see (nothing).' message that can appear in an obscure constellation involving a skeleton quaffing a potion of detonation.
Set the default state of the first two terminal windows to 'Display messages' and 'Display inven/equip'.
Set the default state for the list and look commands to expanded mode.
'Trap Creation' only affects floor grids now.
Added 4 new quests designed by Topi Ylinen.
Added 5 new quests designed by Jeff Coleburn.
Changed some other quests slightly.
Added the Rod of Pesticide (fast charging, activates for a low damage poison cloud).
Changed the behavior of earthquake/destruction spells in quests. In random quests these spells try to teleport away quest monsters, before the area caves in, in predefined quests these spells do nothing.
Changed the (Mass-)Genocide spells to prevent them from working in predefined quests.
Fixed the pluralization of various monster names.
Bloodletters of Khorne may now drop magical blades of chaos.
Added a draft of the new ZAngband-FAQ.
Various other bugfixes.
Changed the scores file back to the old pre-2.2.0 file-format, Score-files from version 2.2.0 won't work! The installation will overwrite the 'lib/apex/scores.raw' file by default, so if you want to keep your old scores file then make a backup before installing.
Added friendly monsters.
Added a 'no wilderness' mode for slower systems. The mode can be selected when starting a new character and when importing a 2.1.1c or older savefile. A special town with quests and buildings has been added for this mode.
Bloodletters of Khorne drop now a Blade of Chaos when killed.
Pink horrors split into two Blue Horrors when killed.
Allowed easy addition of new monsters to r_info.txt.
Various optimizations to improve game speed.
Added a cold aura to some monsters.
Added an option to switch on 'hard quests' on character birth and when importing old savefiles.
Fixed a bug in the 'Reset Recall' spell.
Fixed problems with the 'Vault' quest.
Added a home to the town Telmora.
Changed the 'look' command to ignore boring terrains.
Changed the damage when walking over shallow lava.
Fixed a bug that allowed creation of townspeople in the dungeon.
Changed the behaviour of the 'magic mapping' spell.
Fixed a bug that allowed monsters to ignore 'glyphs of warding' and 'exploding runes'.
Fixed bugs in the 'absorb light' mutation.
Fixed a bug that sometimes prevented the creation of 'connected stairs' and caused lookups when killing the last quest-monster.
Fixed a bug that hangs the game when displaying the contents of your houses after quitting or dying.
Various changes in the monster definitions.
Fixed the k_info.txt entry of the Trifurcate Spear.
Removed some disturbing messages.
'Detect treasure' no longer detects monsters represented with an '*'.
Prevented the use of 'Alter Reality' in quests.
Changed the description of ~ in the 'identify symbol' command.
Changed some of the 8x8 tiles.
Hagen has now a high chance to drop his spear.
Fixed the 'cursed items as quest rewards' bug.
Added 279 new monsters and the corresponding 8x8 sized tiles designed and drawed by Topi Ylinen.
Added 46 new items (weapons, armor, and ammo) designed by John Duffin and Leigh Silas Hanrihan.
Added exploding, aquatic, swimming, and flying monsters.
Added new monster melee attacks (time, explode, and disease).
Added Ken Wigles KAngband style town, quests and terrains.
Changed quest system to allow more flexibility and multi-level quests.
Added big wilderness outside the towns with a modified fractal terrain generator from KAmband.
New initialization code for quests, towns, buildings and wilderness.
Removed the 64 kByte limits for monsters, items, artifacts, and vaults.
Moved the definition of the limits for the number of monsters, items, vaults, ... to an external data-file.
Added Keldon Jones patch to allow automatic recreation of the raw-files.
Added "equippy chars" in the inventory, equipment list and in shops.
Fixed the definitions of the new tiles for the Half-Ogres and Dark-Elfes.
Added support for the S-Lang scripting language, based on Scott Bigham's S-Lang patch.
Added Greg Wooledge's patch that adds the "flag grid" to Zangband char dumps and shows immunities in the "flag grid".
The Windows version no longer requires "LibPath" to be set correctly. This allows installation in any directory without changes to the ini-file.
Allowed random selection of race, class, realms, ... at character birth with the * key.
Added the Easy-Patch by Tim Baker and changed it to be an option.
Added 52 new mutations created by Jeff Duprey.
Changed the pet AI to make the pets more useful.
Added new sound-events.
Only uniques will now resist disintegration effects.
Warrior-Mages can now choose Sorcery.
Many other changes and bugfixes.
Fixed the 16x16 tile for hobbit characters. A beer mug is fitting for a hobbit, but it was still a bug. ;-)
Fixed another bug in the creation of quest levels.
Allowed all characters created in pre 2.1.1 versions of ZAngband to choose the number of quests when loading the savegame. You may have to leave and reenter the current level, if it's a quest level.
Only Uniques will now resist disintegration effects.
The last questmonster now drops all carried items, the normal monster drop and one reward item when you finish the quest.
Reward drops are no longer added to the monster knowledge.
Fixed the problem with the transparent color of the 8x8 bitmap.
Quest message pluralization fixed (again).
No more extremely out of depth quests for new characters.
Disintegration spells like "Fist of force" can destroy walls.
Reflection works now.
Corrected the new tiles for spirit naga, angel, and blue jellies.
Paralysis attacks on a paralyzed player always do at least one hp of damage. This should prevent "infinite paralysis" from floating eyes.
Fixed some bugs in the autosaving code.
Fixed a bug in the monster-AI code.
Added circular rooms from Dag Arneson Ying-YAngband.
Fixed a bug that allowed the creation of artifact-arrows, -bolts, and -shots with scrolls of artifact creation.
Adam Bolt's tiles are now finished and every monster/object/spell effect has a tile.
Another bug in the quest code fixed.
Quest messages are now correctly pluralized.
The roguelike commands to show game time (the ' key) and to activate the racial power/mutation (the O key) work now.
Benny S. Hofmann's patch to the windows version allows switching between ASCII, old tiles and Adam Bolt's tiles.
Toned down the TY-curse a bit.
ZAngband 2.1.1 beta 2
Updated Adam Bolt's terrain tiles again.
Implemented the item flavoring code from Angband 2.8.3.
Fixed a bug in the macro-creation.
Fixed a bug creation of the quest levels.
ZAngband 2.1.1 beta 1
Updated Adam Bolt's terrain tiles.
Mindcrafter powers are correctly displayed in the spell-list window and don't crash the game anymore.
Fixed a bug in the random activations of the mutations, the effects appear less often now.
The main-win.c file is now ready for compiling with Adam Bolt's new tiles. Just define "USE_AB_TILES" and compile it. The windows version also supports transparency and the "double-step bug" is fixed.
Added a sound-event for the "Hitpoint Warning".
Pets will no longer pick up/destroy items.
Implemented Greg Harvey's patch that adds the macro code from 2.8.3.
Added Heino Vander Sanden's QAngband quest code with big help from Dean Anderson.
Fixed some bugs with the new bookstore and the store maintainance and owner shuffling works for the bookstore.
Fixed the problem with compiling the main.c file on Unix/Linux systems.
Silas Dunsmore's cumulative light radius patch added. Any object in your equipment that has the 'glow' flag will extend your lit-area radius by 1, up to a maximum of 5. The normal light-source objects still work the same, but glowing artifacts and helms of light are actually useful.
Added a bookstore to the town to free up space in the magic shop.
Fixed problems with the Summon Demon (Chaos), Raise Death (Death), Phantasmal Servant (Trump), Mindwave, and Adrenaline (Mindcraft) spells on systems without mathematical coprocessor.
Chaos Warriors are no longer hurt (or killed) by the "strain of casting (Mass) Genocide" when the chaos patron casts the Genocide spell ("Let me relieve thee of thine oppressors!").
Fixed a bug with the sound-effects, the correct effects will be played now.
Added new sound-events for buying and selling in stores.
Added support for Adam Bolt's new tile-graphics, transparency- and lighting-effects, MOD-, and S3M-files to the DOS version. Adam Bolt's tiles for ZAngband are not yet finished, most of the ZAngband specific monsters are displayed with other tiles or with ASCII-characters. The special DOS options can be accessed by pressing ! while playing.
Command (in powers menu) to dismiss all pets (costs no mana, takes a turn)
Alberich has lost his "deadly touch"
Hilarious new nonsensical rumours courtesy of altavista translation service
A "pit" variant of the "symbol clone nest"
James Lockwood's store-auto*id* and examine patch
Patches from Silas Dunsmore, lots of little fixes
Teleporting monsters have to pass a skill test to follow you
"Blessed" weapons are likely to resist cursing by monsters
Heavy cursing less likely; scrolls of *Remove curse* for sale in the temple
Version handling for save files, pre-210 save files loaded as 206 save files * Svga is the default; '-mibm' for no graphics, '-mibm -g' for font graphics
The Dos version can run in 3 modes: SVGA graphics, font graphics, text only
Lots of extra tests added to generate.c to avoid infinite loops
Special feelings caused by other than artifacts should be less common now
New options; Autosaving options; "Testing" options renamed ("Stacking")
Confirm staircases turned into a runtime option
New plain_descriptions option (to split up show_labels)
New auto_destroy option to destroy known worthless items without prompting
New option to confirm wielding/wearing known cursed items
Confirm staircases is a runtime option now
Options menu reorganized. Zangband special options under a separate sub-menu
Activate power command ('U'/'O') uses a menu now
Total kill count option added in the 'knowledge' menu
The display command can dump to file (command 'f')
New texts added (into lib/file/) by email@example.com, for extra colour
Gollum patch (by John May & 'Tim') implemented (slighty toned down version)
Fixed a number of bugs in the object absorption code (also in store.c)
2 new magic realms: Trump (teleport+summoning), Arcane (weak general purpose)
The "Polymorph Self" is a bit less useless now
Added chaos mutations
Potion of New Life gets rid of all mutations (in addition to normal effect)
Added (possible) activation effects for random artifacts
Immunities are a _lot_ less common in random artifacts now
Fixed (?) the bug which was causing the One Ring sometimes not being cursed
Four new types of amulets to make amulets more interesting
Feather Fall turned into Levitation (allows flying over trap doors)
Object flags: NO_TELE (prevents teleporting), NO_MAGIC (no spells, high save)
Added a very powerful new artifact, the Sword of the Dawn (as rare as Ringil)
Two new races: Sprite (very weak & smart), Chaos Beastman (gain mutations)
New class: High Mage (specializes in one realm, learns it really well)
Warrior/Paladin/DeathKn gain xp for destroying deep books (all/non-Life/Life)
Certain races gain no nutrition from food (they must use Satisfy Hunger)
Chaos warriors gain resist chaos at lvl 30, resist fear at lvl 40
Unencumbered monks gain free action at lvl 25
Monks are more likely to attack with the highest level attack available now
Added special breaths for Draconian Monks, Chaos Warriors and Warrior-Mages
Monsters which use the same symbol sometimes appear in 'hordes'
Everybody's favourite monster, 'the Unmaker', is far nastier now
Some monsters are 'good' (as opposed to 'evil'), immune to holy fire
Some monsters are sanity-blasting 'eldritch horrors'
For fairnesses' sake, monsters can also have reflection and auras of fire/elec
Certain monsters may resist teleportation
Adjacent monsters which can teleport may follow you when you teleport
Clones drop treasure nor objects
The 'xxx curses' spells may actually make your equipment 'cursed'
Added a new very powerful spell, Hand of Doom, for high level uniques
Killing Amberites can be dangerous -- ever heard of the Amberite blood curse?
The Serpent of Chaos is a bit tougher now
Various minor fixes, cosmetic enhancements and new icons
Lots of features by Paul Sexton:
Major revision of the spell system (nature+death+chaos upgraded)
Summoning spells for friendly monsters
Charming spells to make new friends
Wand of Lightning Bolts -> Tame Monster
Two new races: Vampire and Spectre
Potion smashing effects
Cosmetic changes (character info screen)
My own changes to the above:
You may accidentally attack friends if blind, confused etc.
No 'friendly uniques' can be summoned
You must pay upkeep (mana) for friendly monsters
Fixed the fatal "displacing crash" bug (caused by my own code)
'Friends' are also possible as Chaos rewards, artifact activation
Bugfix release: 2.0.6b
Compiled the dos binary so that it asks for no confirmation with stairs
Birth.txt includes a description of monk attack types
Chaos Warriors get 'nasty' rewards much less often now
Fixed a missing break in self_knowledge
Fixed the 'Tunneling bug'
Quick-fixed the infamous 'two-eyed cyclopses bug' (for new characters)
Fixed a minor display bug with equippy chars which did not update correctly
The function calc_spells() should work a bit more logically now
Caine and Hagen had their drops mixed; fixed.
Dworkin may now carry the JoJ. Smeagol may still NOT carry the ... Ring
Fixed the potion icon bug
Also redrew / modified / added icons
Dos version compiled with Robert Ruehlmann's SVGA graphics+windows code
The option display_spell_flags works slightly better now (on windowed systems)
Free Action _almost_ negates the paralyzing effect of 'ancient curse'
Three new character classes: Warrior-Mage, Chaos Warrior and Monk
Three new (protective) item flags: Reflection, Auras of Fire and Electricity
Pattern Vaults implemented -- now any character can walk the Pattern
The artifacts you create yourself will be *identified* when created
Certain uniques may drop artifacts which 'belong' to them
Patch (by Daniel Nash): Wizard mode command to create specific artifacts
Patch (by Scott Bigham): Rods sort by recharging time left
Fixed a missing break which was crippling the "Summon Kin" code
Invulnerability no longer induces 'blindness' with graphics enabled
Hopefully fixed the char dump so that it no longer requires fp math unit
Certain ego items with digging actually receive + to digging
Empty dark levels are a lot less common early on now
Life magic Holy orb is resisted by non-evils (Hellfire works as before)
Detect Treasure / Objects also detects Treasure / Object 'monsters'
Only 'Assassins' (Rogues with Death magic) get a poisoned weapon when created
Warriors get the extra shots later than rangers
Lots of minor and cosmetic fixes
Stuff from 2.8.2, including:
Auto-knowledge of standard ego item flags
The new generic "knowledge" command
Preserve artifacts when creation fails
'Synchronized' compact objects+monsters when saving
The old z-term.c replaced with the new one
Monsters stay visible as long as they are being detected
(Other bug fixes already present, like the stacking bug fix)
Fixed a bug which could cause teleport_player to hang the game
Fixed the "This race has no bonus power." message bug (zombies, skeletons)
Halflings can cook some food
Klackon powers changed: they _become_ faster, activate to spit acid
Dark Elves gain their power (magic missile) one level earlier now
Most Chaos attack spells are a bit cheaper for mages
Chaos loses Blink, new spell ('Wallbreaker') for chaotic wall destruction
Death Ray (in Necronomicon) works a lot more often now
Healing II replaced w/ 'Bless Weapon', of use to priests (artifacts resist)
Blessings of the Grail is no longer 'heavily blessed' :)
Explosive runes are no longer 'permanent rock'
Self knowledge gives some info about your racial power now
'Amber' skill rank (numeric value) is calculated differently now
Inscribe '.' in a (non-cursed) teleporting item to prevent teleporting
They will also not teleport you if have the disturb_other option set to FALSE
Vampiric weapons can heal a maximum of 100 hp per round
Random bow artifacts no longer get 'useless' (slay xxx) flags
Immunities are somewhat less common in random artifacts
The 'bias' code no longer produces arbitrary resistances for ego items
Better random names for random artifacts
Also, Julian Lighton's patch to fix crashes (w/ random artifacts) implemented
Wand of Rockets identifies itself if used (like other wands)
Scrolls of *identify* are a bit more common now
*Identify* gives correct info about Fear Resistance in an item
The temple buys blessed weapons
A certain artifact which is not in a_info will be cursed when created
Julian Lighton's ingenious new monster spell to summon 'relatives' added
The boring Terminator monster replaced w/ Warriors of the Dawn (from Hawkmoon)
Some of the highest level uniques can now summon Cyberdemons to help them
Some of the Lovecraftian uniques have been boosted up a bit
Some of the other uniques have been upgraded a bit as well
Groo behaves in a more Grooish manner now
Themis and Mnemosyne have the correct gender now
Fixed a display bug (on a PC, w/ a shapechanger + no graphics)
Again, more minor and cosmetic fixes
Correct version display
No less than 16 new player races (all new, although a few ideas are borrowed)
Recharging True replaced w/ Explosive Rune (explodes only if you stand on it)
Mages can choose Life magic (they are worse than paladins in it)
Death Knights (variant of the Paladin class) added
Warriors and Paladins become immune to fear at high levels
Rogues also get a (much weaker) backstab attack against fleeing foes
New vaults (vaguely based on ancient Egyptian tombs / temples)
Small levels have (initially) less monsters now (related to the level size)
More precautions to avoid (the rare) hangups when a small level is generated
Fixed a bug with spell selection (cmd5.c)
Rings of Flames etc. also give temporary resistance when activated
Rings of Flames etc. show their activation info now when *identified*
Weapons of fire will also work as light now
Slightly better, 'smart' generation of random artifacts
New summoning effects for 'wild magic'
Level based bonus to the racial power activation test
Ball of Radiation and Invoke Logrus (monster attacks) are functional now
Radiation effects changed slightly
A certain artifact which is not in a_info no longer gets RES_DISEN
Minor changes to the PC font (hopefully for the better...)
Slightly saner price calculation for random items
Slightly better prompts ("recite which prayer" vs "cast which prayer")
Other cosmetic and minor fixes
Rings of Flames, Ice and Acid can now be activated (for an obvious effect)
New vaults (some have their floor plans borrowed from Nethack)
Cosmetic fixes (documentation)
Game balance fixes
Kharis no longer crashes the spoiler generation
Evil jellies (like death molds and shoggoths) no longer show up in jelly pits
Better 'speech' for uniques that are afraid (/lib/file/monfear.txt)
Trump weapons can now also be activated for teleport
Ego weapon damage dice loaded properly
Amberites can now open doors, 'summon Amberites' no longer produces undead
Monster special resistances fully implemented
Grayswandir is a sabre now
Rings of high resistance stack now (Lordly Protection doesn't)
Fixed Rings of Extra Attacks
Curing also cures hallucination
Angels are fearless now
Nature's Wrath (spell) damage upgraded
Call Chaos sometimes produces highly destructive beams now
Internal version Angband 2.8.1, fake version (Z 2.0.2) displayed for commands
Finally updated (almost all of) the documentation!
Fixed more bugs in v_info
The stacking patch applied (fixes gold deleting all objects below it)
Redraw mana / hp after using racial powers and receiving rewards
Certain stationary monsters are fearless now
Priests can choose Life or Death magic (not both) + 1 from S / N / C
Some paladin prayers are slightly easier now
Sorcery spells are now available earlier (to make the realm more competitive)
Miscast Chaos spells may produce random "wild magic" effects
Miscast Death spells may hurt the player
Nature Awareness downgraded slightly
'Produce food' (Nature spell) renamed to 'Foraging' (no real reason, though)
Other cosmetic fixes+enhancements (Ball of Cold has no longer "Duration" :)
Different colours for the special player symbol (level dependent)
Nightwalker CAN_SPEAK moved to Raphael (where it belongs)
Rotting corpses and malicious leprechauns have physical attacks now
No more freebie attacks on unseen monsters in walls (digging must be used)
Using certain aimed rods no longer randomly crashes the game
Small levels should no longer cause alloc_monster to hang the game
Dragon Helm of Dor-Lomin no longer crashes the game
Arcum Dagsson's code to support separate macro files for different realms
Fixed a bug that prevented random resistances for some artifacts
Fixed a bug which prevented the saving of random flags from certain items
Better name-forming code for Random artifacts (created in Black Market)
Better descriptions for unidentified objects (without show_labels)
Equippy characters restored as an option by popular demand (I missed them too)
Initial life rating display moved to a more logical place
do_cmd_rerate will now be compiled even without wizard mode
Rewards for killing wanted uniques are at least 250 gold (not 0 gold)
Option to dump the 'final' screen (when you die)
Nature Sense Surroundings upgraded to Nature Awareness
Removed 'marginal' item generation from temple, added 3 * scroll of WoR
Compile time option to display different player symbols (/race, /class)
Fixed take_hit message for Scroll of Logrus (not "of Chaos")
Fixed the major bug with spell remembrance/forgetting in xtra1.c
Fixed the damage display for Frost Bolt
Fixed "You can learn 1 new spells." in cmd5.c
Magic traps are a bit less lethal early on
Silly hallucination monsters (as in Nethack)
Potion of Confusion -> Booze
Alchemy now takes into account the amount of items (max still 30k / spell)
Changes to options
Genocide True replaced with Vampiric Branding
Fixed a bug in v_info
Items stolen by the agents of black market may show up in the Black market
Racial intrinsics are a bit easier to use now
New spell system (life, sorcery, nature, chaos, death magic)
New monsters list (mostly from the older Zangband)
User can_not_ set the colors of flavored objects (via pref files)
Warriors get extra blows and shots, increased damage
Rangers have a slightly better innate pseudo-id
Last words, speaking uniques, rumors, warrants, error messages
"Negative" level feelings
New ego items and artifacts
New object flags (VORPAL, CHAOTIC, VAMPIRIC, BRAND_POIS)
Rogues start with a poisoned dagger and can backstab nasties