| Cthangband |
| How does it differ? |
Called Cthangband as a result of it's main change - it takes all the Zelazny stuff
out of Zangband and replaces it with Lovecraftian horrors. Quest code from
Quangband has been ported over. Silly monsters have been removed or replaced,
multi stair option for quick level ascending/descending, Adam Bolt's graphics for
the DOS version, and a general code clean up.
|
|
New to 3.0.0;
To win, ALL dungeon guardians must be killed, not just Azathoth. Finding secret
doors earns 1XP, like picking locks. Wilderness areas with dungeons have tougher
monsters to make it easier to find the dungeon entrances. 15 different dungeons
added, each with their own guardians. Wilderness levels added. Pawnbroker, Inn and
Hall of Records added to town. Breeders can no longer be Quest monsters, can now
only breed to 10 generations and now have a 1 in 5 chance of dying off instead of
reproducing, so now they don't get out of hand quite so much. Robert Reuhlmann's
quest generation algorithm used to tone down the level of quest monsters. DOS
version now has Adam Bold graphics for different race/classes of the player.
|
|
New to 3.0.1;
Robert Reuhlmann's equippy chars code added. Monsters can now cross bush tiles.
Jeff Duprey's extra 52 mutations added. Keldon Jones' patch to automatically
update .raw files added. Trees, bushes and water now handle tunneling correctly.
Quick start option generates an entire character with a single keypress. Robert
Reuhlmann's improved pet AI added. It is now possible to rest for the day, or
night, at your home. Undead races now start the game at night. Dungeon names
displayed on wilderness grids to make dungeons easier to find. General bugfix.
|
|
New to 3.1.0;
Priests and Rangers can no longer choose sorcery. Water now behaves properly. Monk
changed to Mystic. A new Corporeal realm has been added. Characters will no longer
start in the town of Mir. The M key displays a proper wilderness map with town and
dungeon locations. Allies (formerly Pets) can move from level to level with the
player. Characters are now given randomly generated names when created. Vampires
no longer start on the stairs. Experience for creatures now depends on how many
you have killed. Ironman option added. Long stairs is now a standard option,
rather than a character generated option. New speed system implemented. Shops have
a unique set of owners each, rather that a selection per shop type. Dungeon name
printed with level feeling. Option for always having small levels added. Breeder
dying code removed, but generation limit left in.
|
|
New to 3.1.1;
Chaos Patrons now have more descriptive names on the character display screen.
Eric Bock's bias remover for the RNG added. Chris Weisiger's new v_info.txt file
used. Mutations renamed to Chaos Features to make them more in-genre. Guardians
now drop their normal treasure as well as extra guardian treasure. Uniques that
appear as guardians now have their escorts with them. The Inn will now sell
Scrolls of Satisfy Hunger. Examining spell books now tells you what's in them.
Wilderness now uses the same lighting model as the town. Huge code clean up.
Wilderness map is now coloured. 3x and 2x experience for first kills downgraded to
2x and 1.5x. Chaos-Mage class added. Druid class added. Various bugfixes.
|
|
New to 3.1.2;
Corporeal Book stacking problem fixed.
Most object commands (q, z, E, b, etc) have been unified into a single use command
that will do whatever is most appropriate. Added 6 Pouch equipment slots that can
each hold a scroll, potion or wand - items readied in a pouch take only 1/10th of
the time to use that normal items do. Most documentation files updated. Stats over
18/100 are no longer displayed as 'silly' percentages. Class sub-names are now
used in game as well. Vault code updated to properly handle large array of vaults.
Chopping down of trees and bushes is now included in 'repeat obvious commands'.
Characters who can't learn spells are no longer asked to study in the library.
Roads added between towns and forests made denser. Chris Weisiger's v_info.txt
file updated to the new version. Cleaned up lots of dead code in load/save
routines. Fixed home inventory bug.
|
|
New to 4.0.0;
Player breath weapons, Wands of Dragon Breath and monster breath attacks are now
conical. Angels and their uniques have been removed and replaced with extra
Cthuloid entities. Implemented Drangband style player ghosts. Corrected 'time of
day' algorithm. Added Eric Bock's recall message patch. Speed system cleaned up a
lot with regard to spellcasting. help.hlp is now system specific. Hedge magic
added as a third type of magic. Shamanism added as a second type of magic.
Mindcrafting no longer uses Mana but Chi instead. Levels and classes removed and
replaced with a skill system. Added Zangband's view centering code. Reorganised
and cleaned up options. Added and modified Angband 2.8.5's point based stat
generation code.
|
|
New to 4.0.1;
Paths are now lit like floors. Startup options have their own option page. Dungeons
display offset depth, rather than true depth. Player ghosts now use graphics if
possible. Dungeons may now be towers as well as caves. Five new dungeons added.
Dungeons now have a bias towards a certain type of creature. Charm destruction and
Identify staff bugs fixed. Bug in spell energy calculation fixed. Skills can only
be improved if you are not bored. Hedge magic is now easier to learn. Skills are
now slightly randomized on character generation. Fixed bug with 100% Toughness
reducing your hitpoints. Spirits now have elvish/hobbitish names, rather than
Cthuloid. Character dump now dumps last 10 messages. Problems with missing options
fixed. Extra cheat option - cheat_skll to view skill checks. Toughness is only
increased when you lose more that 1/20th of you current hit points in a single hit.
Magic skills only improve if there was a 10% failure chance or greater of the
spell/favour/power/cantrip. No experience is gained on the surface, only in
dungeons. Attacks only improve your attack skill if you have less than 75% chance
to hit. Attacks with mutations give XP to your close combat skill, not your weapon
skill.
|
|
New to 4.1.0 alpha;
Any character starting with Shaman skill gets one free spirit bound. Any character
with Hermetic Magic skills will get one free spellbook to start. Pets are not
targetted. New base skill levels, essentially the level learnable in the town.
Raising Martial Arts skill doesn't depend solely on Close Combat skill. Roguelike
keyset now works better. Characters with sufficiently high missile skill get extra
shots depending on weapon type. Added visual cue to tell you whether you're in a
dungeon or a tower. Corrected Mindcrafter ESP bug. A character trying to cast a
cantrip from a charm unsuccessfully may get no effect, rather than the destruction
of the charm. Additional documentation added. Display has now been changed to show
spirits and how annoyed they are. Restriction on a 6% failure rate to learn
magical skills has been replaced by a restriction that character skill must be no
more that 50% greater than the minimum skill for that spell, mindcrafting power,
cantrip or spirit favour. Minimum annoyance for spirit favours has been raised to 2.
|
|
New to 4.1.1 beta;
Made small children run away after successful "worship" attack. Changed default
color of player to light blue. Changed golems to Artifices, and made ghouls 'g'
instead of 'z'. Changed all Make, main, maid and z- files to Angband 2.9.1 level.
Changed precognition to more closely match the documentation. Allowed jammed doors
to be detected with the rest. Prevented monsters from killing uniques and
guardians. Prevented mana accidents from being quite so deadly. Monster-on-monster
combat no longer disturbs the player. Changed icky things to creatures from Ib.
Changed Quiver Slots to Archer Mushrooms. Following changes using patches from
Kieron Dunbar. Now possible to spend your last gold piece on something. Skills
that can be raised are now shown in green on C-h-h display. Corrected stat table
comments. Allow auto-cursed objects (but did not change savefile format for them).
Gain device activation skill check only if device is actually activated. Messages
to indicate results of digging. Correct problem with strong pseudo-id of weakly
pseudo-id'd object. Display armor value of martial arts skill, if applicable, by
location. Display temporary resistances in effect. Correct recall bug that can
leave adventurer at 50' in Celephais. Select left hand for ring swapping if not
cursed. Smeagol is referred to as "He", not "It". Display plus and sustain
differently from simple plus. Do not accidentally fall up through trap doors in
towers. Running into trees takes no time.
|
| Current Maintainer |
David Thornley
|
| Amiga Maintainer |
Bablos
|
| Current Version |
4.1.1 alpha |
(12.03.02) |
| Amiga Version |
4.1.0 beta |
(22.10.00) |
| Based On |
Zangband 2.1.0e |
| Web Page |
http://www.visi.com/~thornley/david/cthangband
|
| Source Code |
| 4.1.1a |
ftp://ftp.visi.com/users/thornley/cthang.tar.gz
|
(12.03.02)
|
| Amiga Version From |
| 4.1.0b |
ftp://clockwork.dementia.org/angband/Variant/CthAngband/cthangband-410b-ami.lha
|
(22.10.00)
|
| Sound Files |
ftp://clockwork.dementia.org/angband/Amiga/angband-sound-ami.lha
|
(13.11.99)
|
| Bolt Graphics Files |
ftp://clockwork.dementia.org/angband/Variant/ZAngband/zangband-boltgfx-ami.lha
|
(04.02.99)
|
| Other platforms |
|
Acorn (4.1.0b)
|
ftp://clockwork.dementia.org/angband/Variant/cthangband-410b-riscos.zip
|
(20.06.02)
|
|
DOS (4.0.1)
|
ftp://clockwork.dementia.org/angband/Variant/CthAngband/Cthangband-401-dos.zip
|
(09.05.00)
|
|
Mac (4.1.0b)
|
ftp://clockwork.dementia.org/angband/Variant/CthAngband/Cthangband-4.1.0b-68k.sit.bin
|
(22.10.00)
|
|
Mac PPC (4.1.0b)
|
ftp://clockwork.dementia.org/angband/Variant/CthAngband/Cthangband-4.1.0b-ppc.sit.bin
|
(22.10.00)
|
|
OS/2 (3.0.1)
|
http://www.crosswinds.net/russia/~aga/angband/CthAngband-301-os2.zip
|
(07.12.98)
|
|
Windows (4.0.1)
|
ftp://clockwork.dementia.org/angband/Variant/CthAngband/Cthangband-401-win.zip
|
(09.05.00)
|