| Kamband |
| How does it differ? |
It's a variant of a variant! Implements a Mutant race, a Corrupted class with
it's own specific spells, the new sex Neuter. There's a new building in the town
for the Corrupted class, there are serious side effects for the class should it's
spells fail, too. New terrain called Chaos Fog, and a couple of new spells
relating to chaos. Religions are also implemented - characters can perform a
sacrifice on altars in the dungeon, to gain special abilities from deities.
Ingredients can be gathered from the dungeon for alchemical experiments. New
BeastMaster class, that can summon pets to adventure with you. You can choose to
play a ghost too, but you start at around 5000'!
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New to 0.6;
Golems and Leprechauns, along with three new artifacts with a WEIRD_ATTACK flag.
The Lycanthrope is a new derivative of the fighter class, and if a character has a
high enough Charisma, then low level monsters are automatically generated as 'pets',
as long as they're sacred to your current religion.
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New to 0.7;
Now you can choose Death Mold as a race, and Mimic as a class. Vampirism, shape
shifting and levitation have also been introduced.
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New to 0.9;
Themed vaults such as Dragon Lair, Orc Cave, etc and have a strong chance of
appearing each level. Added persistent dungeons, where the RNG is saved to disk
thus allowing the exploration of the same dungeon levels.
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New to 1.0;
Completely reworked Corrupted spells - no longer any books, just random spells with
random effects! New configuration options. Resurrection is now possible, if a
character is in very high favour with his god - at a price, though...
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New to 1.1;
New improved arena, weapon types act differently now, added mutations similar to
Zangband, character dumps now include corrupted powers and mutations, new potion of
mutation. Town guardsmen now leave from the guard tower when a crime is committed
instead of appearing around you.
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New to 1.2;
New random artifact scheme. New stat 'sanity' - if it drops to zero, you die! Added
a Scroll of Recipe. Spell handling revamped - now only one spellbook per class.
Added Potion of Cure Mutation. Can now ask your god for favours. Completely
revamped the vault/town/quest code. - town layout is now from v_info.txt, and there
is no limit on the number of town layouts there could be - one is chosen at birth.
Arena layouts are generated in the same way as towns. q_info.txt has now been
removed and all quest information is now also stored in v_info.txt. Message system
has been improved - messages now have differing priorities.
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New to 1.3;
Biggest change is a sensible spell list for every class. Every spell casting class
has different strengths and weaknesses, with each spell realm suited for some
specific kinds of spells. Completely reworked spell routines - all spells are
projectable, so it could be possible to cast a ball of identify on a room of items,
or confuse every monster in your field of view, etc. Possibilities are pretty much
endless as you can match any spell effect with any projection. Added a spellbook
for the rogue and the ranger. Paladin still uses priest spellbook. Added several
new spells - e.g. casting Word of Recall on an item fetches that item, and casting
it on a monster will teleport the monster to the player. Added individual monster
sayings, stored in r_info.txt.
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New to 1.4;
A new class Vampire - Vampire's can't eat and get hurt by light. They can only feed
by attacking hand-to-hand. Vampires also have a new spell realm, Dark Magic. Two
new town layouts. The town/arena layout is now configurable at the start of a new
game. A number of new options. Spell descriptions. Activations for shape-changes.
Monsters are now affected by traps. New ego items can be added by editing
e_info.txt instead of editing the source. Artifact and ego-item generation has
been tweaked - there is now a scroll of ego-item and artifact creation. A scroll of
named artifact creation is a possibility.
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New to 1.5;
All artifact and item activations are now in the s_info.txt file, hence you can add
completely new artifacts or items without changing the code. Added a nasty surprise
at low depths. Changed the object and inventory system to use linked lists instead
of arrays. This means that stacks of objects on the ground are now handled exactly
the same way as the inventory is, and there is no limit on the number of items you
can carry. To compensate for this, the weight limit that you can carry safely has
gone much lower. Added 10 more gods. Added a Bard class. Changed the code for
random artifacts. Changed the shop code to actually generate a shop vault. Added a
few more terrains for outdoor settings.
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New to 1.6;
Item hitpoints - item damaging attacks count against item hitpoints rather than
destroying them outright. Weapons and armour get damaged through use. Killing
monsters will now leave appropriate body parts. The beastmaster keeps a list of
bounties for monster corpses that can be traded for gold. New class - Necromancer
(can raise dead monsters corpses for pets). Lots of bugfixes from 1.5.
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New to 1.7 beta;
Added the artifact_damage option which will cause artifacts to take damage like
regular items, albeit ten times less than normal. Added a Scroll of Item Repair.
Added several repairing spells for the rogue. Added exploding and kamizaze monsters.
Added several exploding types of arrows. Shop vaults return, and the implementation
of them is much more clean and refined than the old hack used to be. Added extra
quests, and improved quest generation. Objects now have a 'material' which effects
an items hitpoints, weight and cost. Objects have a 10% chance of being generated
with a non-standard material. Added the spell Transmutation. Objects made of
organic material will now slowly rot away - Dragon Scale Mail is organic!
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New to 1.7;
Changed weapon damaging code - to hit bonuses don't contribute to weapon damage,
and warriors damage their weapons significantly less than other classes as their
'Fighting' skill goes up. Players with a high strength or monsters with a high AC
will give extra damage to the weapon. Added Keldon Jones' 'center_player' patch
option. Shop and building entrances also generate light. Various bugfixes.
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New to 1.7.5;
Added a new option 'sort_items'. This will keep all items in a stack sorted by their
type. Item materials will now affect the items AC. Added a new otpion -
'conserve_slots'. If this is turned on, all inventory items will be assigned a
letter when picked up. You can then always refer to that item by that letter. Note
that if you drop the item and pick it up again, you'll likely get a new letter
assigned. Items made in shops will now have significantly more hitpoints than
regular items. Also, all items will now have a slightly twiddled number of
hitpoints. Comnpleting quests will now increase your social class.
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New to 1.8;
Wilderness in the dungeons is now gone - instead, there is an infinite scrolling
wilderness outside the town. Added three friendly monsters. Added the Vortex race
suggested by weisiger. Added the Elemental class. You can now ask pets to use your
target as their target. Added truly persistent levels.
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New to 1.8b;
Added bigscreen support. New center running option can be turned off to disable
the center_player option while running. Objects inscribed with =g will
automatically be picked up, Gold will always be picked up. The easy_alter and
easy_open options were added. Improved inventory command. Improved equipment
command. Added verify_destroy and verify_destroy_junk options. Added the time of
day command. Screen dump now asks for a filename. Keymap/macro facility now
updated to Angband 2.8.3. Spell/power display is now colourised. Improved the
browse command. Added a whole new display for mixing ingredients. Added the
hidden_pet_messages option. Fixed town lighting. Race and class specific pref
files are now loaded. Object stacking/sorting is more robust and feels like the
original Angband. Restored the original Angband store display.
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New to 1.8c;
Added 'known monsters' display to the knowledge command. Added the 'Inspect (I)'
command to the store display. Made sure to combine/reorder the pack and update
subwindows when buying/selling items. Changed the inventory display to show total
weight of a stack, not the weight of a single item. Plenty of bugfixes.
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New to 1.9;
New class - the Avatar. Avatars start right from the beginning worshipping a
randomly selected god, and are supposed to put the god's whims into life. Changed
the scoring system to reflect the true state of things. From now on the dominant
factor is the time spent playing, not your character's level. This means that
scorefiles won't accumulate braindead ghost beastmasters and such at the top
positions.
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New to 2.0;
Primarily a bugfix release. Made the wilderness more interesting and useful to
play. Among the many changes: The wilderness now changes from night to day, with
lots more monsters in the night time; on the other hand, during the daytime it is
now alot less dangerous. Breeders are now hopefully less annoying. Added some more
wilderness vaults. The town is now intergrated into the wilderness; in fact, now
there is no more distinction between a town and a wilderness level, and towns are
generated just like wilderness vaults. This means that the "wilderness entrance"
is gone. Scrollable terrain is now more logical. (That is, each terrain level is
now always the same no matter how you reach it.) However, terrain levels still try
to neatly tile. (Fit together at the seams.)
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New to 2.1;
Added a whole wealth of new kobolds -- 32 new members of the fine race. Added 6
new gods, specifically for some monster races. Kamband finally includes a
scripting language - Lua.
|
| Current Maintainer |
Ivan Tkatchev
|
| Amiga Maintainer |
Bablos
|
| Current Version |
2.1 |
(30.04.01) |
| Amiga Version |
2.1 |
(19.05.01) |
| Based On |
Kangband 2.8.2c |
| Web Page |
http://kamband.sourceforge.net
|
| Source Code |
ftp://clockwork.dementia.org/angband/Variant/KAmband/kamband-2.1-src.zip
|
(30.04.01)
|
| Amiga Version From |
| 2.1 |
ftp://clockwork.dementia.org/angband/Variant/KAmband/kamband-21-ami.lha
|
(19.05.01)
|
| Sound Files |
ftp://clockwork.dementia.org/angband/Amiga/angband-sound-ami.lha
|
(13.11.99) |
| Other platforms |
|
Acorn (1.8)
|
http://www.argonet.co.uk/users/musus/angband/kam18.zip
|
(21.05.99)
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DOS (2.1)
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ftp://clockwork.dementia.org/angband/Variant/KAmband/kamband-2.1-dos.zip
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(30.04.01)
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Mac (1.8c)
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ftp://clockwork.dementia.org/angband/Variant/KAmband/Kamband-18c-68K.sit.bin
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(01.06.00)
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Mac PPC (1.8c)
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ftp://clockwork.dementia.org/angband/Variant/KAmband/Kamband-18c-PPC.sit.bin
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(01.06.00)
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OS/2 (2.1)
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ftp://clockwork.dementia.org/angband/Variant/KAmband/kamband-21-os2.tar.gz
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(07.05.01)
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Windows (2.1)
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ftp://clockwork.dementia.org/angband/Variant/KAmband/kamband-2.1-win.zip
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(30.04.01)
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