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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.
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.
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.
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.
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.
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.
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.
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.
Current Maintainer Bahman Rabii
Amiga Maintainer Bablos
Current Version 0.6.0 (13.01.03)
Amiga Version 0.6.0 (10.03.03)
Based On Angband 2.9.2
Web Page http://www.oangband.com
Source Code ftp://clockwork.dementia.org/angband/Variant/OAngband/Oangband060-src.zip (14.01.03)
Amiga Version From
0.6.0 ftp://clockwork.dementia.org/angband/Variant/OAngband/oangband-060-ami.lha (10.03.03)
Sound Files ftp://clockwork.dementia.org/angband/Amiga/angband-sound-ami.lha (13.11.99)
Other platforms
Acorn (0.4.0) httzp://www.argonet.co.uk/users/musus/angband/oang040.zip (21.05.99)
DOS (0.5.2) ftp://clockwork.dementia.org/angband/Variant/OAngband/Oangband052-dos.zip (07.12.01)
Mac (0.6.0) ftp://clockwork.dementia.org/angband/Variant/OAngband/oangband-060-mac-68k.sit.bin (13.02.03)
Mac PPC (0.6.0) ftp://clockwork.dementia.org/angband/Variant/OAngband/oangband-060-mac-ppc.sit.bin (13.02.03)
Mac OS X (0.6.0) ftp://clockwork.dementia.org/angband/Variant/OAngband/oangband-060-mac-osx.sit.bin (08.02.03)
OS/2 (0.5.0b) ftp://clockwork.dementia.org/angband/Variant/OAngband/oangband-050b-os2.zip (19.03.01)
Windows (0.6.0) ftp://clockwork.dementia.org/angband/Variant/OAngband/Oangband060-win.zip (17.01.03)

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oang.html Bablos - angband@blueyonder.co.uk
Last updated on 10th March 2003