| Oangband |
| How does it differ? |
Oangband stands for Opinion-Angband. It features the following; The elimination of
slow HP and damage inflation, and a "tabula rasa" approach to the game in general.
A fundamentally altered conception of physical combat. Angband compatable
savefiles. A radically revised magical system, offering you the chance to experience
any of four different spell realms. Very much more varied classes - Mages are great
with magical items, rogues steal and set traps. Assassins whip poisoned knives at
their foes, Rangers are flexible, Priests envoke the power of Holy Light, and
Necromancers just blast everything in sight. Player ghosts. Deadly new dragon, demon
and undead capacities. Genuine random artifacts, available alongside normal
artifacts. Throwing weapons, some of perfect balance. More new vaults and new vault
customisation opportunities than you can shake a stick at. More different kinds of
special dungeon rooms than a character will see in a lifetime. New terrain features
that greatly effect movement, combat and sighting. One-slot stacking of wands and
rods. A more intuitive understanding of stealth and noise. Considerably more
opportunities for user modification of objects, vaults and artifacts. Far and away
more interesting chests. About three times the number of traps, arranged by dundgeon
level, many with totally new effects. Sleeping, frightening, slowing, and confusing
monsters is no longer so limited to low-level monsters. Autosaving, inspecting your
home through the check knowledge command, more flexible missile launchers,
intelligent monsters, and faster ascending and descening. New just about
everything. Whether it be Wands of Storms, the Dark Elven Smith Eol, Shields of
Night and Day, Athelas, new vaults, Rods of Dragonfire, Large Jeweled Chests, or
activatable rings, Oangband has enough novelty for anyone.
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New to 0.4.0e;
Themed levels aren't generated on quest levels in order to prevent down staircases
and to give quest monsters a better chance of being generated. Item activation
descriptions for missile branding objects fixed. Themed level generation fixed.
identify was incorrectly listing some uncursed objects as cursed. Random
artifacts were not being allocated. Elven Cloak random artifacts always get a pval
bonus. Fixed a bug where indentifying some objects would not display the
full knowledge the first time.
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New to 0.4.1;
Now supports Tom Morton's big screen patch. Added two options for centering the
player - center_player and center_running. Target/look command now scrolls the
screen, stolen from Zangband. Fixed the selecting item bug. Many extra status
messages are displayed if the screen is at least 26 rows tall. Added the
verify_destroy_junk option to the disturbance page. Asks for which ring to replace
when putting on another ring, if two are already being worn. Added two commands
for saving and loading in the options command. If there is a birth.prf file, it is
automatically loaded when a new character is created, and before the other prefs
files. Race and class specific pref files are loaded in addition to the others, as
in Zangband. Separated user inscriptions from game-generated inscriptions. Changed
the screen dump commands to ask for a filename. Made sure the monster fear message
was displayed when a monster sets off the player's cunning trap. Added time of day
command from Zangband minus the descriptive messages. Added auto_pickup of any
item inscribed with =g - The item will be picked up regardless of any pickup
options, if there is room. Grids outside the town walls are darkened.
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New to 0.5.0;
David Blackston's autosquelch patch added. Frank Muzzoulini's high speed turn order
patch. Updated lots of documentation. Tiamat is now Ancalagon, Azriel is now a
Balrog called Krotus, Old Ancalagon is replaced by the Defiler, Gabriel is replaced
with Errata, the first Oangband winner. Witch-King is no longer called Murazor,
Khamul is the Black Easterling. Lesser Balrogs are now called Balors. Muar is now
called The Balrog of Moria. Numerous changes to monsters, spells, items, and
shapeshifting. Some weapons tweaked. DSMs can now activate for shapeshift. No
vaults on quest levels. Edged penalty for Paladins/Priests increased substantially.
Non-random hitpoints as a birth option. In point based stat allocation, money for
unspent points reduced. Allocated some savefile space for monster mana and AI.
Rogues with easy charm can now walk over their own monster traps without disarming
them. Player ghosts issue a challenge when created on an existing level. Base code
updated to Angband 2.9.1. Reworked basic AI code. Rewrote ball damage code. Colour
coding of identify status. New uncurse item routine. New code for interacting with
objects. Extreme speed sanity check.
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New to 0.5.1;
Lots of new monsters. Updated nearly all monsters. Many monsters cast spells a lot
more. The difficulty of the monsters increases more steadily. LOW_MANA_RUN flag
added for monsters that try to escape when low on mana. The ARCHER flag is added
for monsters that shoot a lot. Some flags added to modify spell casting. r_info.txt
is sorted a bit more nicely, and has blank spaces for future expansion. Monster
spell list heavily revised. Monsters now have limited mana pools. Monsters now
have a spell power rating. The monster Drain Mana spell now restores mana. Monster
item-draining hits (UN_POWER) now restore mana. Monster Mana regen is about twice
as slow as Monster Hp regen. Some spells can be cast without the player in sight.
New spells for restoring monster mana. Basic elemental attacks are far more
damaging from high level monsters. Monsters may have UDUN_MAGIC or MORGUL_MAGIC
flags, which power up certain spells considerably. Spell casting AI is totally
reworked. Monster 'learning' about player weaknesses is heavily reworked. Reworked
'non-magical' spells. Breath weapons are now large 'arcs' that drop off in damage
at long range. Reduced the maximum number of creatures summoned by most spells.
Movement AI is slighly modified. Monster rarity descriptions tweaked. ESP
detection of WEIRD_MIND monsters is now less weird. Monsters occurring beyond
their normal depth appear in smaller packs. Monster memory displays monsters near
your native to your current depth first. Monster memory format is improved. Many
special (high) elements have been redefined or added. Damage caps from special
elements are generally a bit higher. Resistance to special elements is much more
consistent. Large poison attacks now do a *lot* more persistent damage, and much
less immediate damage. Poison resistance reduces, but does not completely prevent
persistent damage. Tweaks to inventory and floor destruction of items by elemental
attacks. New changes to terrain by elemental attacks are possible. Electrical
attacks stun the player. Teleportation side effect occur after all damage is dealt.
Cheat/score options always start OFF for new characters. A new option "fast_flow"
is added to replace the previously removed "flow_by_sound" and "flow_by_smell"
options. The 'random_hitpoints' birth option is removed. Added an option to not
'flash' the region affected by a detection spell. The 'fresh_before' option is no
longer a switch for animating spell effects The default delay factor is now 1,
instead of 0. Removed 'empty_levels' and 'align_rooms' options. New dungeon
generation makes them obselete. Cleaned up room generation code. Added a new kind
of room, the Chambered Room. Added a new type of room, the Starburst Room. Added
Huge rooms. Many changes to existing rooms types. Nest and pits combined into one
general class. Greater control of particular monsters occurring in special rooms.
Added 'Moria levels' made with a lot of starburst rooms, and filled with monsters
like orcs, trolls, ogres, etc. Changes to frequencies of various rooms. A few new
vaults. A few changes to existing vaults to make them work better with the new
dungeon generation. Numerous changes to items, spells, races and classes. Plenty
of bugfixes.
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New to 0.5.1b;
Many bugs fixed. Destroying items by any means no longer takes any time. 'Weak'
pseudo-id no longer triggers item squelching. Items inscribed '!k' or '!*' are no
longer squelchable. Typing '.' while selecting from the floor items chooses the
first floor item. floor_query_flag can be turned OFF to force the selection of a
floor item if there is only one. Added an updated Cygwin Makefile and an LCC
Makefile for Windows compiling.
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New to 0.5.2;
The Beornings player race has been added. Multi-hued monsters now only switch
between the colors of their breath weapons, if applicable. The WOUND spell is
greatly toned down at high levels, but unchanged at low and mid levels. Some
ranged attacks will close on the player more readily. Item sets have been added.
When selecting items, and there are valid items on the floor, typing '.' will
select the first valid item from the floor. There has been a general revision of
the Combat system by Leon Marrick. Critical hits now add damage dice (usually 2 in
melee and 1 ranged). Brands and Slays now add damage as well as multiplying it.
5 and 6 attacks are now possible but only for fairly extreme combinations of
strength, dexterity and weapon weight. The attacks/round calculation is more
generous, but not so generous as that in the standard Angband patch this update
is based on. Several weapons were tweaked to better fit the new combat system.
It is now possible to have fractional shots per round (1.2, 3.6, etc). Number of
shots per round still depends on class and weapon, but no longer depends on level.
Class/weapon combos that could get extra shots at high levels can gain the same
number of shots with enough dexerity. Archery is otherwise subject to the new
combat system above. A new monster movement system has been implemented (LM).
Because of the speed of the new movement AI, all flow related options have been
removed. Monsters flee more intellegently, flow better over unusual terrain, and
push each other in a more robust way. A status display at the bottom of the screen
shows the word 'DTrap' in yellow if you have detected traps and not moved out of
the detect radius. Items of trap detection identify easily. The
disturb_trap_detect option will cause a message when leaving the region of your
last trap detection. Assassin have gained both melee and missile skill. The Rogue's
monster trap is modified. Added some damage to a high level Necromancer spell.
Numerous bugfixes.
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New to 0.6.0;
New Feature - specialty abilities - see lib/help/specialt.txt. Experience - removed
exp/score penalties, added 'difficulty' ratings for races. Redid exp table. Reduced
exp for spell casting. Increased damage from poison breath and poison ball spells.
Increased persistent poison damage at low levels. Elves have better stats - they are
now a moderate/low difficulty race. Ents have slightly better stats; also a moderate/
low difficulty race. Rangers have slightly better stats. Druids have slightly worse
stats. Changed throwing weapon crits to be useful at high levels. Druids use
deadliness for attack quality and skill for stunning. Number of barehanded attacks
increases at levels 20 and 40. Archery (not thrown weapons) attacks continue after
misses and may hit later targets, though at reduced accuracy. Black Breath attacks
(from high level Necromancers) now interfere with monster healing and curing spells,
as well as normal regen. All player special attacks are now displayed in bigscreen
status area. Player disarming skill is now used in determining trap effectiveness.
Trap damage no longer depends on monster hit points. Monsters that keep getting hit
by traps without seeing the player become less susceptible. Rogues now have many
kinds of monster traps. Zangband style character generation. Removed maximize
option. Fewer & better items are generated across the board. Scrolls of Identify
and Staves of Perception are cheaper. Paur gloves activate for elemental attacks
instead of bolts. Added a new type throwing weapon, the Storm Hammer. Added Wands
of Shrapnel. Broadly updated spell selection AI. Pack creatures are a bit more
likely to attack players in dead ends. High level monsters recover from slowing
faster. Increased spell power of Carcharoth (healing). Monsters that can't move
no longer duck behind trees/rocks. Increased rarity & depth of ghostly bats and
slightly increased hps. Renamed *.txt files. Added set_item.txt. All class based
mana/armor parameters moved to player_magic. player_weapon structure used to
organize class based combat mods. Added the ability to search monster memory by
textual sting (Serguei V. Jidkov). Lots of bugfixes.
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| Current Maintainer |
Bahman Rabii
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| Amiga Maintainer |
Bablos
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| Current Version |
0.6.0 |
(13.01.03)
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| Amiga Version |
0.6.0 |
(10.03.03)
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| Based On |
Angband 2.9.2 |
| Web Page |
http://www.oangband.com
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| Source Code |
ftp://clockwork.dementia.org/angband/Variant/OAngband/Oangband060-src.zip
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(14.01.03)
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| Amiga Version From |
| 0.6.0 |
ftp://clockwork.dementia.org/angband/Variant/OAngband/oangband-060-ami.lha
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(10.03.03)
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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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| Other platforms |
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Acorn (0.4.0)
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httzp://www.argonet.co.uk/users/musus/angband/oang040.zip
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(21.05.99)
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DOS (0.5.2)
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ftp://clockwork.dementia.org/angband/Variant/OAngband/Oangband052-dos.zip
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(07.12.01)
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Mac (0.6.0)
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ftp://clockwork.dementia.org/angband/Variant/OAngband/oangband-060-mac-68k.sit.bin
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(13.02.03)
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Mac PPC (0.6.0)
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ftp://clockwork.dementia.org/angband/Variant/OAngband/oangband-060-mac-ppc.sit.bin
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(13.02.03)
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Mac OS X (0.6.0)
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ftp://clockwork.dementia.org/angband/Variant/OAngband/oangband-060-mac-osx.sit.bin
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(08.02.03)
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OS/2 (0.5.0b)
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ftp://clockwork.dementia.org/angband/Variant/OAngband/oangband-050b-os2.zip
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(19.03.01)
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Windows (0.6.0)
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ftp://clockwork.dementia.org/angband/Variant/OAngband/Oangband060-win.zip
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(17.01.03)
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