Angband Changelog

What's new in Angband 4.2.0

Aug 19, 2019
  • Summary of Changes:
  • Classes:
  • Two new realms of magic have been added, nature and shadow, to the existing divine and arcane realms.
  • Nature realm relies on harnessing the power of the earth, and is opposite to the arcane realm, which uses craft and cunning.
  • Divine realm uses harmony and light, and is opposite to the shadow realm which aligns with darkness, power and sacrifice.
  • Rangers now use nature magic, like the new Druid class
  • Necromancers are the major shadow caster class
  • Blackguards are fighters enhanced by shadow magic
  • Pure casters (mages, priests, druids, necromancers) use five books (down from nine)
  • Hybrid casters (rogues, paladins, rangers, blackguards) use two or three books
  • Classes no longer have different rates of gaining experience
  • Monsters:
  • Each base monster type has had its game niche reconsidered, and there has been a general push to use Tolkien-inspired monsters where appropriate. Some of the major changes include:
  • Ainur - most of these now align with one of the great Valar, and have corresponding powers
  • Dragons - these have mostly been made stronger and deeper
  • Humanoids - dark elves have been replaced with dwarves, gnomes with DrĂședain
  • Hydras - each hydra type is like the previous type with a new head and attack added
  • People - the association of some of these with player classes has been expanded to include the new classes
  • Snakes - some of these are now dangerous
  • Spiders - more dangerous and deeper, with unique abilities
  • Trees/Ents - these are new, tough to kill enemies
  • Wights/Wraiths - wights are all now shallower than wraiths, and the Ringwraiths are much deeper
  • Game Mechanics:
  • In the course of the class and monster changes, many new mechanics have been introduced, with some of the major ones being:
  • Player and monster shapechanges
  • Variable light and darkness are created by monsters, player gear and player spells, and the player has a meter to measure the light level on their square
  • Mages can drain mana from magic devices
  • Rogues can steal from monsters
  • Temporary brands and slays (Priests, Paladins, Blackguards)
  • Necromancers can see in the dark, and can cast less well in light
  • Healing of hitpoints every turn for a time (Druids)
  • Control of a monster, including making it attack other monsters (Necromancers)
  • Shield bashes (Warriors, Paladins, Blackguards)
  • Decoys which monsters will attack instead of the player (Rangers)
  • Blackguards can go into a state of bloodlust which improves their combat at a price
  • Monsters can whip or spit on the player from nearby
  • Monster groups act more as a group, with leaders and sometimes bodyguards
  • Innate spells (e.g. breaths) and cast spells (e.g. bolts) have separate frequencies
  • Deeper in the dungeon shallow monsters are less likely to appear
  • Monsters can teleport to the player
  • Spiders can weave webs
  • Monsters can have innate darkness around them
  • Traps added that trigger on leaving their square
  • Ringwraiths can inflict the Black Breath
  • Monster spells can have different levels depending on monster spell power
  • The player now has a hunger meter, and food is more important
  • As with classes, all races gain experience at the same rate, except for humans who are faster, and high-elves who are slower
  • The Temple has been replaced with a Bookseller who sells books of all realms
  • Code Improvements:
  • There have also been some improvements to the codebase, both visible and invisible to the player. The main ones are:
  • Addition of an SDL2 front end
  • Change to mostly using a single grid rather than x and y coordinates in much of the code
  • More readability of datafiles
  • Some font improvements
  • Some new tiles
  • A new online (rather than in-game) help system
  • A new experimental (and so far unbalanced) birth option for percentage damage
  • An option to start a new game after dying instead of closing the game and re-opening
  • Many fixes to bugs and memory leaks

New in Angband 4.1.3 (Aug 6, 2018)

  • Changes:
  • Passable rubble tiles distinguished from regular rubble
  • Details of different summon types moved to a data file
  • Tweaks to some potions and scrolls
  • Minor improvements to monster lore
  • Reduction in frequency of traps and greater vaults
  • Show if monsters are hasted and slowed when targeting
  • Bugfixes:
  • Correct weapon damage and blows information
  • Fix several minor ID and knowledge bugs
  • Correct some spelling errors in text files
  • Check bounds properly in targeting, preventing the game hanging
  • Fix some interesting room descriptions which were causing disconnected levels
  • Small adjustments to object structures

New in Angband 4.1.2 (Dec 29, 2017)

  • As usual, the wonderful Angband community managed to find numerous ways to improve on version 4.1.1, including the fixing of several bugs.

New in Angband 4.1.1 (Nov 16, 2017)

  • One of the defining features of Angband has always been the fact that new levels (aside from the town) are always freshly generated. In 4.1.1, an experimental birth option was introduced in levels persist, so each level is only generated once and the player can return to previously visited levels.

New in Angband 4.1.0 (Jul 3, 2017)

  • Traps:
  • The general philosophy is that all players will hit traps at some time
  • Magical trap detection has been removed, except as a spell for mages
  • Active searching has been removed
  • Characters have one chance to detect a trap, on seeing the grid it is on; this chance is dependent on searching skill
  • Traps are either physical or magical, and there is a corresponding split in the player disarming skill
  • Many new traps have been introduced, and old ones amended
  • Traps are placed almost exclusively at corridor intersections or other chokepoints
  • Trap density in vaults is reduced by 75%
  • Identify:
  • ID is now "rune-based"; once an object properry is recognised once, it will always be recognised on all future items
  • The only forms of magical identify are scrolls and the mage spell, both of which identify a single unknown rune
  • All scrolls, potions, mushrooms are identified on their first use
  • Most wands, staffs and rods are identified on first use, the main exceptions being when they affect monsters and are tested in the absence of monsters
  • Ego item names become known once all the relevant runes are known
  • Player knowledge:
  • Changes to previously known terrain outside the player's field of view (doors opening, etc) are no longer immediately known by the player
  • Secret doors are now always found on stepping adjacent (or at a distance by the mage spell)
  • Dungeon generation:
  • A new generation algorithm has been introduced, and appears roughly as often as the classical generation algorithm
  • There are many new vaults in the new algorithm, and also new room types - huge rooms, rooms of chambers, and interesting rooms (like small vaults)
  • There is also an infrequently occurring generation type, the "moria level", which features large rough-edged rooms and many orcs, trolls and ogres
  • Lava has changed from being a visual curiosity in town in 4.0.x to being generated in the dungeon; it will burn those without fire immunity
  • Another new type of terrain has been introduced: passable rubble, which behaves like regular rubble except it can be walked through
  • Monsters:
  • Monster breaths are now cone-shaped starting at the monster, instead of being indistinguishable from ball spells
  • Monster pathfinding has been improved (mostly), with monsters tracking explicitly by sight, sound or scent
  • The relationship between player stealth and monsters waking has changed
  • Random artifacts:
  • Lights, rings and amulets are now fully randomised instead of based closely on the standard special artifacts
  • The artifact set generation algorithm has been changed so that random artifacts no longer correspond to individual standard artifacts, but rather are generated so as to get a statistically similar distribution
  • Calculation of object power has been simplified
  • Generating a set of random artifacts now actually writes a data file like artifact.txt, which can be used for future games
  • Curses:
  • Sticky curses have been removed completely
  • A large number of new curses have been introduced
  • Items can have multiple curses
  • Curse removal targets individual known curses on items
  • Failed curse removal causes an item to become fragile
  • Fragile items have a chance to be destroyed on future failed curse removals
  • Status effects:
  • Monster status effects have been redone to rebalance reliability and effectiveness, so that they may actually be interesting to use
  • New types of status-inducing spells and magic devices have been included
  • Other:
  • Much more detail has been moved out to text files in lib/gamedata
  • Many underlying code improvements

New in Angband 4.0.5 (Apr 18, 2016)

  • Changes:
  • Randart diggers always have a digging bonus
  • Some improvements to town generation
  • Improvements to probing and monster lore
  • Improvements to OS X port, including making Command-n bring up window n
  • Improvements to object and monster lists
  • Make the store names uniform
  • Bugfixes:
  • Stop properties of examined items from affecting the real player state
  • Make the slay cache work
  • Prevent attempting to buy when the pack is full
  • Fix bug which allowed repeating a purchase after leaving a store
  • Make sure chests are ignored correctly
  • Fix some message issues
  • Fix some monster friends
  • Make Windows sound work properly
  • Remove flicker in center_player option
  • Remove duplicate labels in death info
  • Remove help about bashing and jamming doors
  • Code improvements to directory paths
  • Fix bug where two players temporarily appeared on panel change while running
  • Fix subwindow map drawing
  • Plug some memory leaks
  • Grammatical correction to tombstone
  • Stop monster/player/object tiles from disappearing when targeting

New in Angband 4.0.4 (Dec 8, 2015)

  • Changes:
  • Remove some global variables
  • Allow ego types to remove flags from base types
  • Make Potions of Resist Poison also cure poison
  • Improve pickup of partial stacks
  • Disturb on first getting the object feeling
  • Minor code improvements
  • Bugfixes:
  • Stop crashes where use of an object destroys the object
  • Let Windows port accept a filename from the command line again
  • Speed up inventory/equipment refresh
  • Let hit to shatter move the player again
  • Stop autoinscriptions preventing object spoiler generation
  • Make study indicator work for books on the ground
  • Stop status effects happening after the player's death
  • Make randart lights keep the original activations
  • Make all new randart sets based on the standard artifacts
  • Stop animations interfering with the target path
  • Allow group monsters to melee the player in open areas again
  • Make info for spells like Banish Evil say "power" rather than "dam"

New in Angband 4.0.3 (Oct 26, 2015)

  • Background:
  • Version 4.0.3 had yet more bugfixes, another slew of template rooms and a new facility to shorten the dungeon by making stairs go up or down multiple levels.
  • Changes:
  • Add stair-skip constant, making stairs go up or down that number of levels
  • Another 200 room templates (for a total of 500)
  • A number of code improvements, mainly from PowerWyrm
  • Shorten inventory prompt, put overweight info in character screen
  • Bugfixes:
  • Correct OOD boost for object feelings
  • Really fix lack of artifacts this time
  • Make RNexus prevent hostile teleport level
  • Stop crash from summoning traps
  • Improve object ID from ball spells
  • Stop game hanging on empty quiver
  • Stop crash during inventory item damage by elements
  • Stop auto-ignore from cancelling monster detection
  • Make sure all changes to equipment are counted
  • Correct monster energy and turn order, stopping double moves by slower monsters
  • Correct food descriptions
  • Improve quitting in OS X

New in Angband 4.0.2 (Sep 8, 2015)

  • Background:
  • Version 4.0.2 had more bugfixes and an improvement of monster spell messages, and was released on Sunday 6 September 2015.
  • Changes:
  • New monster spell messages - thanks Elsairon
  • Put subwindow options in a separate file so they work for all characters
  • Order quiver ammo from worst to best
  • Make resting and statusline display for deep descent work like for recall
  • Bugfixes:
  • Stop wrong timed effect happening
  • Make cheating death work
  • Make monster lore saving always work
  • Correct melee hit chance calculation
  • Make artifact knowledge show correctly
  • Fix starlight effect (plus some other potential projection issues)
  • Make monster lore save properly after probing
  • Give correct path to tiles in the SDL port
  • Stop monsters shooting other monsters
  • Calculate timed effects (notably temporary resists) properly
  • Limit visual updates during running and resting, speeding these up
  • Track the equipment count correctly
  • Stop the charges from a destroyed device being deducted twice
  • Small changes to build system to work better for servers and BSD
  • Improve bounds checking for grids, preventing some crashes
  • Make the quiver command symbol appear in help file display
  • Fix lack of artifacts
  • Several other minor code improvements

New in Angband 4.0.1 (Jul 15, 2015)

  • Changes:
  • Allow barehanded combat to get multiple blows
  • Triple the number of room templates
  • Bugfixes:
  • Stop spell books from claiming spells like teleport do damage
  • A lot of coding style consistency improvements
  • Improve device skill boost description
  • Fix resistance to side effects of elemental attacks
  • Reduce carried weight correctly when items leave the gear
  • Remove potential crash when dropping from the equipment
  • Some other minor issues identified by PowerWyrm

New in Angband 4.0.0 (Jul 10, 2015)

  • Core-UI split:
  • split the game into core and UI, and stop anything in the core from depending on anything in the UI
  • Modifiability:
  • put many of the game constants in a text file rather than being compiled in, so they are user alterable
  • text data files cleaned up and documented
  • help file for modifying added - lib/help/modifying.txt
  • Dungeon generation:
  • allow saving of dungeon levels and the town
  • allow generation of dungeon levels piece by piece
  • generalise level generation algorithms
  • allow more control over monster generation for thematic purposes
  • allow regions where restrictions apply (eg no ESP or no mapping)
  • there is a 'squares' array containing the terrain, locality info, traps, objects, flow info and monster on each grid
  • Player knowledge:
  • duplicate the dungeon level "cave" struct, so that there is a reality version and a player version
  • Objects:
  • replace pvals (aside from fuel, food etc) by an array of values
  • separate resistances, immunities etc from flags to allow for more values of resistance
  • separate brands and slays from flags to allow more variablilty
  • remove hard-coding of object tvals and svals, so objects can be safely added and moved around in object.txt
  • handle special artifacts straight from artifact.txt, so an unrecognised object kind (like Phial) automatically has a new object kind defined for it
  • put artifact activations in a text file
  • put objects in linked lists tied to the grid, store, monster or player that holds them, rather than indexed in a level-wide list
  • Inventory, quiver, equipment:
  • make ordering of the inventory and quiver a UI construct only
  • use a Poschengband-style equipment template to specify equipment slots (so there is a standard player body, but more could be added)
  • Monster memory:
  • make this a separate file, with full memory obtainable by copying monster.txt
  • Terrain/traps:
  • multiple gameplay-identical terrain types now handled by temporary flags during generation
  • a full terrain flag system to allow easier addition/removal of terrain types
  • make traps separate entities, not terrain
  • make locked/jammed doors just closed doors with a trap
  • remove code reliance on the numerical value of terrain types
  • Squelch->Ignoring:
  • remove all references to 'squelch', replace with 'ignore'
  • add ignore by ego type
  • emphasise the philosophy that the items are still there, just ignored
  • ID:
  • have a separate field for every learnable property of an item
  • remove the IDENT_* flags
  • Effects:
  • have all effects performed by a single function, and definable from text files
  • Monster attacks:
  • put elemental spell effects back in the projection code rather than the spellcasting code
  • put blow effects into seprate handler functions
  • Player spells:
  • generalise to make it easier to introduce new realms, classes, etc
  • have all spell info defined by a text data file
  • Projection:
  • have separate functions to handle effects on terrain, objects, player, monsters
  • clarify different types of projection
  • allow for cone-shaped breaths
  • allow for a wider variety of effects (eg player/monsters pushed by force)
  • Stats, power, etc:
  • refine and generalise stats where possible
  • attempt to clarify all the (frankly) fudge factors so they can more easily be seen and adjusted
  • General code stuff:
  • rename files to be more sensible, or create new ones where needed
  • update debug commands to reflect the current game
  • move data into list-*.h files or edit files where appropriate
  • remove archaic stuff
  • document!

New in Angband 3.5.1 (Jan 5, 2015)

  • Allow stores to be given items for recharging in no_selling (thanks PowerWrym)
  • Fix crash bug with non-ASCII characters in monster + object lists (#1811)
  • Fix a bug introduced with monster lights that makes monsters stupider
  • Display level feelings in the status bar (thanks LuthienCeleste)
  • Fix player history log turncount bug (#1815)
  • Fix bugs where mimics could sometimes be hasted without being woken up (#1821)
  • Fix the curses port ascii walls option & wall lighting bug (#1813)
  • Fix bug where pressing 'e' with no equipment would bring up inventory (#1824)
  • Update help files and improve some in-game explanatory text.
  • Remove occasional double object feelings
  • Fix bug where down stairs could occur on quest levels without killing the boss (#1802)
  • Fix some memory leaks (thanks noz)
  • Fix bug where identifying items in the quiver would say they were on the ground (#1820)
  • Fix bug where randarts could get the remove curse activation
  • Fix bug where artifacts sometimes weren't located
  • Fix bug where sometimes identifying objects would produce strange effects when selecting later objects
  • Fix bug where hitting monsters with missile weapons at maximum range would damage them twice (thanks shadowsun)
  • Fix Windows 8 compilation & Windows DLL issue
  • Fix build problems with HTML and PDF manual generation (#1810, #1831)
  • Fix some unit tests