| 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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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New to 1.3b;
Bugfix for several shortcomings revealed in 1.3 - crashes when picking money,
unwearable amulets, the Klingsor Quest, etc.
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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.
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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.
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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.
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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.
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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.
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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.
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New to 2.11;
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| Current Maintainer |
Gwidon S. Naskrent
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| 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
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| Source Code |
http://artemida.amu.edu.pl/~naskrent/gsn21src.zip
|
(21.02.00)
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| Amiga Version From |
| 2.03 |
ftp://clockwork.dementia.org/angband/Variant/GSNband/gsnband-203-ami.lha
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(24.12.99)
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| Sound Files |
ftp://clockwork.dementia.org/angband/Amiga/angband-sound-ami.lha
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(13.11.99)
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| Bolt Graphics Files |
ftp://clockwork.dementia.org/angband/Variant/ZAngband/zangband-boltgfx-ami.lha
|
(04.02.99)
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| Other platforms |
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Acorn (1.0b)
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http://www.harris.ukgateway.net/angband/gsn.zip
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(26.03.99)
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DOS (2.1)
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http://artemida.amu.edu.pl/~naskrent/gsn21dos.zip
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(21.02.00)
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Mac (2.1)
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ftp://clockwork.dementia.org/angband/Variant/GSNband/GSNband-21-68K.sit.bin
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(26.02.00)
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Mac PPC (2.1)
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ftp://clockwork.dementia.org/angband/Variant/GSNband/GSNband-21-PPC.sit.bin
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(26.02.00)
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OS/2 (2.01)
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http://www.crosswinds.net/russia/~aga/angband/GSNband-201-os2.zip
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(11.10.99)
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Windows (2.01)
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ftp://clockwork.dementia.org/angband/Variant/GSNband/gsn-201-win.zip
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(16.09.99)
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