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GSNband
How does it differ? Funnily enough, it's named after it's author. It's the second in the line of Zangband variants since the advent of 2.2.1. It's aim is to return to the Tolkien world, hence removing all Amber elements and characters. Dunedain make a welcome return, replacing Amberites, and Straight Road replaces the Pattern. Gods are improved upon, making them less deadly and less fickle than in Kamband. Sanity is now a character attribute. Weird attacks, more powerful than in Kamband, but available only via weapons or gloves. Rogues can now steal! Luck is implemented. Extended recall patch, and blood of life patch. Implemented lots of new monsters, including aquatic ones from Kamband.
New to 0.1.2; The introduction of ADOMish tactics, better skill descriptions, a substantially reworked concept of item hitpoints, Boots of Jumping, Rings of Sustaining and Rings of Resistance. Two new quests designed by DarkGod.
New to 0.5; A new elemental magic system, with the original water realm. Timed ego weapons, rewritten branding code and each magic realm has a spell temporarily branding a weapon. Brands sold in guilds are permanent. Added "touch of death" and stoning melee attacks. Game now reacts to phases of the moon. Character will try to repair his weapon whilst resting. Can buy kill/slay brands in Warriors Guild. No sensing whilst berserk. No targetting of peaceful monsters. General bugfixes.
New to 0.6; Added most of the things present in Zangband 2.2.3. Automatic Roman numbering of your characters. Friendly uniques now have their own set of sayings in friendly.txt. Arcane branding spell. Fixed Petty Dwarves' histories. Horns, beaks and tentacles ruin your CHA. No zero scores appear in the high score table.
New to 0.6b; Updated base code to that of Zangband 2.2.3b. The fulfilment of some quests are now properly handled. Priests and Paladins risk losing WIS instead of CON when trying to pray without sufficient mana.
New to 0.6c; Improves the handling of deities - behaviour is more ADOMish now, though is understandably lacking. Gods have been reduced to six in number, and altars are much more rare - on the other hand. your grace doesn't run out so quickly, and you get more sensible outcomes from sacrificing corpses. You can get crowned eventually and get a random artifact. Added some of the vaults designed by Weisiger. Added the yell/whisper patch by Jon Boehnker. When cheat_room is on, the vault name will be printed during it's creation.
New to 1.0 beta; Player alignments, tied to the gods the characters worship. Stronger monster alignments. Star signs have some influence on the character, although this is only partially implemented for now. Automatic weapon repair is now properly based on DEX. Final score includes percentage penalties for mutations, except for Beastmen and Chaos Warriors. Monster breaths and spells can change terrain features. Fixed breaking random artifacts. Completely reengineered the way damaged weapons/armour are handled - they lose some plusses and have a 1 in 3 chance of losing a point from damage dice or sides - this can be restored with a scroll of repair. Switched to using monster names in quest files - no more r_info indices.
New to 1.0; Created a game FAQ. Added spoiler featuring detailed effects of all the magic spells. Vanilla-like town option available at startup. Star sign effects fully implemented. Greatly reduced cost/level of Water spells for Mage classes. More types of critical hits, giving as much as 10 times the base damage, dependant upon class, level and weapon weight. Totally reworked the method for calculating the final score. A new and larger wilderness. Quest assignment changed - now your level must be at least half the quest danger level, rounded down, in order to apply successfully. The game can now supply you with a random character name thanks to m_rnames.txt and f_rnames.txt in lib/info.
New to 1.0b; Minor bug fix, fixing problems with wilderness vaults, the quiver, druid quest, recalling, metric weights in shops, and trying to balance several elements of the game that Leon Marrick pointed out as inconsistent.
New to 1.1; The game is now locale-aware - national 8-bit characters can be part of character's names and other things. Date in high scores is displatted according to current locale. Themed vaults, with monsters referenced via their names in v_info.txt. k_info.txt no longer needs object indices. Added artifact descriptions. Monster recall is now more readable. Specific ego items can be placed in quests. Reworked tactics. Streams will no longer destroy vaults. Startup options available by pressing = when creating a character. Food is rarer in dungeons. Ironpersons start with more light and food. Nazguls are limited to seven in number. Amulets of Anit-Magic are extremely useful to warriors now. Added a 'dimension-door' spell for monsters. Expanded the list of monster crimes as suggested by malagigi@aol.com. Ent race replaces Sprites; -5 to speed, vulnerable to fire, slow digestion, see invisible, tree growing as racial ability. Items can be dropped on almost everything, including open doors, stairs and traps.
New to 1.2; Reworked the mindcrafter class, using foci a la Pziband - five disciplines, based on old Zangband mindcrafter and Pziband, and some powers can be toggled. Monsters can be poisoned and will lose HP each turn until they recover. Poisoned weapons only do double instead of triple damage now. Some of the quests are one-run only, meaning you'll have no second chance when you retreat. If damaged_items and show_labels are both on, weapon status will be displayed inscription-like. Scrolls of Hardening will turn your weapon into an unbreakable one. Inscribing an object with !! will notify you when it is recharged. INT-to-mana tables reworked. Added the easy_sensing option by Tim Baker. Arrows and bolts fired by monsters can miss, depending on your AC acompared to monster level. Increased number of shopkeepers to choose from to 10 for each type of shop. Increased shopkeeper purses to 32-bit and gave them up to 150,000gp. Same with guild prices. Several bugfixes.
New to 1.3; Beta version of a player ghosts implementation. Rod and Wand stacking code from Oangband. Logfile which can be written to using metavariables. Reworked the way in which most weapons are handled and their descriptions displayed. Fixed powers info for Mindcrafters. Coloured spell lists. Identified items' letter marked in yellow. New money types to help out those writing graphics .prf files. Up/down shafts which move you 1d5 levels and also allow bypassing of quests. Added the speaking uniques patch by Matt Graham. Revised the way monster interact with traps. Fixed a bug with completed failed quests.
New to 1.3b; Bugfix for several shortcomings revealed in 1.3 - crashes when picking money, unwearable amulets, the Klingsor Quest, etc.
New to 2.0; An attempt to stop Zangband inflation with the following; flattened monster HPs, with Morgoth coming out with 10000; maximum weapon/armour enchantment reduced to +10 with +15 on really excellent items; flattened high STR/DEX bonuses; changed the way in which allowable weight is calculated; changed the starting values for fighting skills and their level advancement to be more realistic, especially for magic users; 10 random quests only, between 3000 and 4000; made it harder to get your belly full. Scalar time with an Elvish calendar for 136 years of gameplay. No more diggging with weapon or bare hands. Poison does more damage at high values. Cursed items cannot be activated. New light item - Feanorian lamps. Items can have different bonuses to different stats. Preserve, maximise and autoscummer moved to startup options, status line displays indicators of conditions like blessed, see invisible, timed infravision etc. in addition to searching mode. Corpses have real weight and can rot. Elemental breaths are downgraded, and others like sound and plasma are upgraded. Showers of bolts and balls implemented in several spells. Added a new Water spell (Call the Abyss) that implements the above.
New to 2.0 final; Bugfix time! Fixed the quest bugs introduced by Zangband 2.2.6. Fixed a bug with displaying the town name. Fixed the random quest selection prompt and help text. Made rubble traversable by player and monsters.
New to 2.01; Added the grid flag system from Pernband to f_info.txt. Decaying corpses in floor stacks are now handled properly. Gave main gauches a small AC bonus, reflecting it's shield-like purpose. Chaos Blades, BDSMs and CDSMs give resist confusion. Added a new Ironman option to always generate 'arena' levels. Updated the 'fractal caves' patch by Steven Fuerst with two new random vault types. Bugs fixed: using wands reset the calendar, night did not fall in the town, logging metavariables didn't always work.
New to 2.02; Codebase updated to Zangband 2.3.1 without nightmare mode, including conical breaths and Tom Morton's fake artifacts patch. Varying weapon and missile skills for each class. Object and monster flags are now 64 bit, doubling their capacity. Some former 2H weapons are now 'could-2H' weapons. Pack monsters now have a 'number of appearing' as an XdY roll, which progressively reaches the maximum as you go deeper. Added resistances to gravity, inertia and force, Added cold and fear aura to objects, and fear aura to monsters. Open levels may be filled with dark chasms where there are no corridors. Fixed slow/hasted monsters a bit. Fixed FORCE_DEPTH to disallow the monster on any level but it's base one. Water breaths added for some monsters. Added the random name generator from Cthangband and tried to provide Entish names. Added 'the foul and ancient stat curse' to some objects. Gate type spells have explanatory messages. Changed some of the quest rewards to be more useful. Weapons of life au Pernband, but considerably weakened - they now add from 5% to 50% to your max HP. Simplified the character screen and threw out the three 'Ben' table modes. Some bugfixes.
New to 2.03; Game engine mostly matches Zangband 2.2.8. New system for traps and all the traps originally found in A/64. Monster recall uses colours for some parts. Six new and terrible curses to offset the advantages of powerful items. New flag system for corpses, neater eating effects, corpse info is included in monster spoilers. Prices of food items made less stringent and new types added. Cut down the price of rings and amulets of SD. Dragon scale mails have had their recharge time decreased tenfold. Fixes to quest and vault files.
New to 2.1; Real polymorphing with useable monster abilities. Scrolls of super genocide make you the master of life and death of entire races. Made monster spell flags 64-bit, adding room for 96 new spells. DooM monsters from Zce and associated spells. Added panel centering on player. Less powerful vorpal blades.
New to 2.11;
Current Maintainer Gwidon S. Naskrent
Amiga Maintainer Bablos
Current Version 2.1 (21.02.00)
Amiga Version 2.03 (24.12.99)
Based On Zangband 2.2.8
Web Page http://artemida.amu.edu.pl/~naskrent
Source Code http://artemida.amu.edu.pl/~naskrent/gsn21src.zip (21.02.00)
Amiga Version From
2.03 ftp://clockwork.dementia.org/angband/Variant/GSNband/gsnband-203-ami.lha (24.12.99)
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 (1.0b) http://www.harris.ukgateway.net/angband/gsn.zip (26.03.99)
DOS (2.1) http://artemida.amu.edu.pl/~naskrent/gsn21dos.zip (21.02.00)
Mac (2.1) ftp://clockwork.dementia.org/angband/Variant/GSNband/GSNband-21-68K.sit.bin (26.02.00)
Mac PPC (2.1) ftp://clockwork.dementia.org/angband/Variant/GSNband/GSNband-21-PPC.sit.bin (26.02.00)
OS/2 (2.01) http://www.crosswinds.net/russia/~aga/angband/GSNband-201-os2.zip (11.10.99)
Windows (2.01) ftp://clockwork.dementia.org/angband/Variant/GSNband/gsn-201-win.zip (16.09.99)

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gsn.html Bablos - angband@blueyonder.co.uk
Last updated on 14th December 2000