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EyAngband
How does it differ? EyAngband is based on Angband 2.9.2 and Jonathan Ellis' edit patch. It aims for a rebalanced magic and combat system, and introduces numerous new elements to the game.
New to 0.4.1; Amnesia attacks now make you forget trap locations. You can now rest until your hit points or your spell points are full. More documentation updated. Maximum amount of rods in a stack increased to 4. Rod weight increased slightly. Totally reworked how resistances affect effects. Unresisting monsters hit by nexus attacks might now be teleported a small distance. Critical hits improved a bit. Very high strength (25+) will allow for more blows with heavy weapons. The 9 mage (red) spellbooks have been totally revised. Spells no longer give experience the first time they are cast. Some spells now allow you to choose a power level, where, for different amounts of mana, you get different effects. Browsing now allows you to see info for spells you haven't yet learnt. The experience penalty for mystics, mages, priests, paladins and rangers is reduced to account for their losing the spell experience bonus. Spellsword's penalty remaines the same. The thief class has been improved. Warriors have been improved. Very slight reduction of spellsword melee and resistances. You can now see alchemical information on potions when 'I'nspecting them. Rarities for the more powerful DSMs increased. New artifact - the Ring of Hades. The Elven Cloak of Orodreth now gives +2 stealth. Potions of resistance now worth less money. Monster spoilers now correctly list the colors of multi-hued, mimic and clear monsters. Vampire bats are now hurt by light. Dzoo-noo-qua are now light red (to avoid confusion with other troll types). Orange and blue icky things modified slightly to make their EXP values make sense. General cleanup of spell effects, removing many unnecessary and inconsistent function layers. Numerous bug fixes.
New to 0.4.1b; There are now three alternate interfaces for spell power selection. Spell damage levels/mana costs tweaked. Rangers will no longer get to choose spell powers from menus - they will only have the lowest power level available to them. Spellsword subspells now given at higher levels than mages, and cost more mana, like other spells. Spellswords now have lowered chances of their spells beaming. Several bug fixes.
New to 0.4.2; Removed the old option to read screen dumps from within the game - it wasn't working anyway. Added DarkGod's patch for HTML screen dumps. The thief class is greyed out for all races, because it is unbalanced in its current form. Removed the option to inverse the spellbook interface. Added an option to have traps appear on top of objects rather than vice-versa. Option screens can now be navigated by the roguelike keys if they are turned on. Lantern light radius starts reducing a bit sooner when running out of fuel. The frequency of "item" rooms (where many items of the same type are found) has been reduced. Chests are back - now they are a terrain feature. Bogles made a bit more powerful. Non-unique harpies are now a bit more powerful. Blind eyes cast spells more often, and are worth less experience. Modification of automata abilities - flesh, clay and stone golems made more powerful; iron golems made slightly weaker. Pukelman now resist acid and are worth less EXP. Colbran toned up slightly and worth less EXP. Clockwork warriors toned up, and worth more EXP. Lurkers and Trappers now grab instead of cut, and do slightly more damage. Vlasta now hit for less damage. Talismans of Stone To Mud now cheaper. Rods of Recall worth more. Rods of Trap Location recharge a bit slower. Talismans of rapid lightning/frost bolts are found a little deeper. Dal-i-thanon's weight fixed. Several bug fixes.
New to 0.4.3; Added "vortex nests" similar to the ones found in ZceAngband. Themed rooms will now contain more monsters. Now, when healing, you get informed of the exact number of HP healed instead of a general message. Added wizard command to summon a unique according to u_idx. More variety in chest traps. Added Pav's patch that stops you from using recharging talismans/rods. Mystics lose polymorph other, and regain absorb hit in a dungeon spellbook. Mystic's mana bolt now has sub-levels identical to the mage mana bolt. The Nilbog race has been replaced with the Kyrrus, a mountain-goat race. Age ranges for all races fixed. Histories for fellpurr modified slightly. Vargr experience penalty reduced. Felpurr experience penalty slightly increased. Added Kyrral weapons. Several monsters now have elemental vulnerabilities. Several monster resistances changed. Monsters that have elemental resistance (to the four basic elements), now resist a lot more damage. Several bugfixes.
New to 0.4.4; No savefile compatibility to earlier versions. Added Vanilla-style Bigscreen support. Tweaked quest reward generation to give less inappropriate items. The message list now compresses similar messages. Removed unnecessary messages while buying/selling. You now get the option to create an HTML screen dump upon death. Broken doors are now dark umber. Experience drain from chaos attacks is now dependant on the amount of damage done. Added a new gameplay effect - taint. Item/monster room chances tweaked. Reduced the EXP bonus for disarming. Demons are now permanently tainted. Minor reorganization of priest spells. Casting spells from the necronomicon taints you temporarily. Bard spells tweaked. There are now two types of teleport other. New item - scroll of unholyness. Scroll of curse equipment shallower. Removed item - potion of slow poison. New ego-weapons of unholyness. Several artifacts now cause tainting. Several ego-items now cause tainting. Added an artifact musical instrument. Potions of cure serious wounds now cure stunning. Potions of cure critical wounds no longer cure poison. Potions of neutralize poison made cheaper. Elven Waybread now rarer and slightly deeper. Harps now weigh less. New monster attack effect: HALLU. Monster ROT and RUST attacks more likely to hit. New monsters from Vanilla 3.0.0 - Aranea, Elder aranea, Silent Watcher, Doombat, Bat of Gorgoroth, Bronze Golem, Bone Golem, Shardstorm. The colossus is now a unique (based on an iron golem). Removed monsters - Giant red tick, Giant Red Scorpion, killer red beetle, Magma Elemental, giant red ant. Atlas the titan is now a greater titan. Sirens, chaos vortices, Oberon the Faery King, and will o' the wisps now have hallucination attacks. Unspeakable horror drop reduced somewhat. Greater horror drop improved. Disenchanter bats toned up slightly. Barbzu toned down slightly. Clockwork warriors are now dark blue. Various minor tweaks to monsters. Several bugfixes.
New to 0.4.4b; Full savefile support for 0.4.4 savefiles. Added option from Zangband for player color to reflect damage. Things hurt by acid no longer melt but rather dissolve. Several bugfixes.
New to 0.4.5; Savefiles compatible from 0.4.4/b, but there may be irregularities. Various code improvements from Angband CVS. Added new, Zangband-style weighted autoroller as a birth option. Now, items you can't afford will have their price greyed out in the stores. Now, the store will never offer you more items than you can afford for sale. Messages will now take advantage of bigscreen. Reduced the chance of monsters overcoming stunning completely in one turn. Increased maximum number of traps per level to 256. Now, non-ID'd items you are wearing are pseudo-ID'd much faster than other items. Rewrote quest reward code from scratch. Any command which requires an item/spell choice always displays the possibilities. Reworked chests. Rangers no longer start the game with a spellbook, but get a larger amount of arrows. Uniques can now show up as quest monsters. Quest objects are now found in chests. Monster group person types now travel in groups of the same race. Ego-monster types now have a gameplay effect. Some monster revisions. The old mage monster is now an experienced mage. Flying skulls now drain CON instead of STR. Brigands and priests slightly weakened, and now group monsters. Cleaned up some of the monster generation code. Added ego-monster types for animals and humanoids. Minor changes to the Cockatrice. Improved the HTML screenshot code. Numerous bugfixes.
New to 0.4.5b; Savefiles compatible from 0.4.4/b, but there may be irregularities. Buggy savefiles suffering from the lost artifacts bug of 0.4.5 will be corrected. Added always_show_lists option which is on by default. Several bugfixes.
New to 0.4.6; Completely removed all remnants of the haggling code. Heavier armor no longer carries an intrinsic to-hit penalty. Inspecting an object will now tell you how many blows and how much average damage you can expect to do with this weapon. Mushroom colors changed to better match mushroom patches. Bronze dragon plate mail no longer exists. Changed the way monster statuses are handled. Monsters who have the REGENERATE flag will now regenerate faster than others. Monster hasting/slowing will now eventually wear off. Monsters with EVADE will no longer evade hits when asleep. Changed the way group flags work. Low-level monster with KILL_WALL now take some time to dig through walls. Several bugfixes.
New to 0.5.0; Complete updating and expansion of all in-game documentation. Various coding improvements from Angband CVS. General code cleanup. Character names can now be up to 31 letters long. Changed the character display to show the current damage dice. Limited the maximum size of floor stacks to 23. Uniques won't show up as quest monsters before 250'. The option to show either traps or objects when both are in the same square removed. Many new vault types, mostly from Angband 3.0.1, added. If the display_recharge_msg option is on, you will also get a message when your racial ability (if any) is recharged. You can now see your race and class before setting up the autoroller. Weapons are no longer fixed per class. Minor improvements to quick character generation. You can no longer specify starting ego-items. Some racial powers slightly modified. Racial price adjustments in shops modified a bit. Two new class flags - BETTER_BLOWS and WORSE_BLOWS. Priest spell selection modified slightly. Some bard spells cost a little less mana. When learning spells, priests and paladins will no longer recieve spells that cost more than their maximum mana. New mage spell - Hypercharge. Many spells toned down to reflect the lowered monster HPs. Blight made more powerful. Chant/Prayer now each last longer. The priest spell remove fear replaced by boldness. Confusion is no longer a percentile resistance. Changed the chance to hit calculation. Damage from unarmed combat now depends on your strength. Brands/slays effect on damage are now rounded up. The penalty for wiedling too-heavy weapons now increased. Plus to damage no longer exists. Bow range is now a factor. Bows can now have slays/brands. Confusion is no longer a damage type. Added new item flag - THROWING. Increased artifact saving throws to being smashes/blasted. Hafted weapons are now referred to as blunt weapons. Rings of resist disease and resist poison now provide immunity to the related effects as well as resistance to the appropriate damage. Rings of resist confusion renamed rings of clarity. Potions of neutralize potion and cure disease are now found in both the alchemist's shop and the temple. Prefixes work differently. Prefixes can now alter the color of the prefixed items. Crossbows, Slings, bolts and shots no longer exist. Ego items can also modify damage dice by a percentile value. Ego items can now be restricted to base items of a certain material, or weight range. Many ego item types changed and added. Many artifact weapons/shooters are now a different base type that they used to be. Many artifact/item activations powered down to reflect new monster HP levels. Talismans of rapid bolts slightly slowed up. If you are wielding an identified bow, insepcting arrows will give you information about their capabilites. The format for displaying + to hit changed. Due to the above change, the SHOW_MODS flag was eliminated. Rods/Talismans will only recharge when in your inventory. Elemental rings no longer give any AC bonus. Add new mushroom types - amnesia, cure light wounds, stone skin. Mushrooms of weakness/sickliness replaced by mushrooms of stupidity/naivity. Cubragol, Sunstrike and Hellwind (both now bows) no longer allow branding of arrows. Potions of boldness now grant a short-term protection from fear. Monster letters re-organized. Many new monsters added, many monsters removed, and many monsters changed. Since monster HPs have been reduced, increased that amount of damage caused by most monster breaths relative to HP so that they still have approximately the old damage levels. Changed the way monster hit-points are derived. Monsters in pits, and monsters spawned while you're on the level, can now be generated asleep. Removed the FORCE_SLEEP flag. SMART monsters are less likely to fall asleep after losing sight of you, whilst STUPID monsters are more likely to do so. Since the STUPID and SMART flags affect several things besides spellcasting, the monster memory has been changed to reflect this. Rust and rot attacks made more dangerous. Lots of bugfixes.
New to 0.5.1; Temporary resistances are no longer noticed when they have no effect. Improved the starting equipment for most classes. Changed the price of most items in the game. Some items can now be bought in groups for 1 gold. Treasure dug out of walls will tend to be worth more than that found on the floor on the same level. Searching and frequency of searching united into a single skill - perception. Class/race perception values tweaked somewhat from the old searching values. Stone-to-Mud now has a high chance of destroying treasure veins in the affected walls. Priests and Paladins no longer have the ability to detect traps. Changed the distribution of out of depth monsters somewhat. The great fragment wyrm has been renamed to the more impressive "great star wyrm". New ego item: Robes of the Archmagi. Shirts have been renamed "tunics". All stat-increasing rings and amulets can now be bought in the magic shop. Rods of trap/door location are slightly deeper, and no longer sold in the magic shop. Staves and scrolls of trap/door location are now shallower and cheaper. Rods of darkness now deeper. A new artifact spellbook, usable by mages, priests, and mystics. Rods of healing and curing now recharge much faster. The SEARCH flag renamed PERCEPTION. Rings and Amulets of searching renamed Rings and Amulets of Perception. New item flags, SP_DUR, SP_DAM and SP_INF. Shirts now weigh (slightly) less than robes. Several bugfixes.
New to 0.5.2; Slightly modified the effect of constitution on hp. Characters now start with all wieldable equipment. Warriors now start with leather scale mail instead of chain mail, and a small metal shield instead of a small leather shield. Changed the message for wearing armor heavy enough to encumber your fighting, since it was too severe. Changed the display of the perception skill slightly. Pseudo-ID changed. Amnesia changed. Wizard mode now gives the numberical values of skills instead of the descriptions. Added a bar graph to the corner of the screen in bigscreen mode that shows experience progress. Demon experience penalty reduced to 180%. Vargr experience penalty reduced to 160%. Cloning monsters no longer heals or hastes the target monster. Some monster renamings: skeletons changed from "skeleton XXX" to "XXX skeleton", diseased rats changed to plague rats, nibelungs are now goblins. Some of the Tolkeinian 'p' uniques have been renamed, some of their abilities changed slightly, and some became 'h's. Changed the way that the damage from darkness storm is calculated. Potions of lose stat have been replaced by potions which permanently reduce one stat and raise another. Switched to the Sangband method of item rarity. Several bugfixes/
Current Maintainer Eytan Zweig
Amiga Maintainer Bablos
Current Version 0.5.2 (28.01.03)
Current Amiga Version 0.5.3 (02.03.03)
Based On Angband 2.9.3
Web Page http://eyangband.sourceforge.net
Source Code ftp://clockwork.dementia.org/angband/variant/eyangband/eyangband-052-src.zip (28.01.03)
Amiga Version From
0.5.2 ftp://clockwork.dementia.org/angband/variant/eyangband/eyangband-052-ami.lha (02.03.03)
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 (0.5.0) ftp://clockwork.dementia.org/angband/variant/eyangband/eyangband-050-riscos.zip (24.08.02)
DOS (0.4.6) ftp://clockwork.dementia.org/angband/variant/eyangband/eyangband-046-ibm.zip (20.06.02)
Mac 68k (0.5.1) ftp://clockwork.dementia.org/angband/Variant/EyAngband/eyangband-051-mac-68k.sit.bin (01.01.03)
Mac OSX (0.5.1) ftp://clockwork.dementia.org/angband/Variant/EyAngband/eyangband-051-mac-osx.sit.bin (01.01.03)
Mac PPC (0.5.1) ftp://clockwork.dementia.org/angband/Variant/EyAngband/eyangband-051-mac-ppc.sit.bin (13.07.02)
OS/2 (0.2.2) ftp://clockwork.dementia.org/angband/Variant/EyAngband/eyangband-022-os2.zip (19.03.01)
Windows (0.5.2) ftp://clockwork.dementia.org/angband/Variant/EyAngband/eyangband-052-win.zip (28.01.03)

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ey.html Bablos - angband@blueyonder.co.uk
Last updated on 10th March 2003