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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'!
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.
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.
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.
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...
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.
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.
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.
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.
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.
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.
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!
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.
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.
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.
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.
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.
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.
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.)
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)
DOS (2.1) ftp://clockwork.dementia.org/angband/Variant/KAmband/kamband-2.1-dos.zip (30.04.01)
Mac (1.8c) ftp://clockwork.dementia.org/angband/Variant/KAmband/Kamband-18c-68K.sit.bin (01.06.00)
Mac PPC (1.8c) ftp://clockwork.dementia.org/angband/Variant/KAmband/Kamband-18c-PPC.sit.bin (01.06.00)
OS/2 (2.1) ftp://clockwork.dementia.org/angband/Variant/KAmband/kamband-21-os2.tar.gz (07.05.01)
Windows (2.1) ftp://clockwork.dementia.org/angband/Variant/KAmband/kamband-2.1-win.zip (30.04.01)

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kam.html Bablos - angband@blueyonder.co.uk
Last updated on 30th May 2001