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UnAngband
How does it differ? Initially called UnAngband temporarily by Robert Reuhlmann, the variant had an identity crisis in that it's author couldn't come up with a name. UnAngband stuck. It doesn't have such problems when it comes down to new features though! Future plans for the variant can be found in the documentation within the source archive.
New to 0.4.8b; Tidied up fire/lava/plasma damage information about grids and also provided for electricity. Being in water now causes acid/fire damage to be halved, and electricity/cold damage to double. Renamed water hound to acid hound, and added water hound with same stats but no acid attacks. Beastmasters and mystics now summon animals. Gave thieves of all kinds the 'SNEAKY' flag. Gave various monsters aura attacks. Vortices now attack with their breath weapon in many instances. Added has lite to novice monsters, ethereal and crystal monsters and light and sun monsters. Stumps and branches are now junk, and not flavored by the monster they are cut from. Changed lighting code slightly to make view_bright_light option work better in town. Removed last 2 non-Tolkein or non-mythological uniques. Several bugfixes.
New to 0.4.8c; Updated monster memory to include information about auras, monster lites and sneaky monsters. Made powerful monsters have a radius 2 aura. Implemented players and monsters getting stuck in some kinds of terrain. Changed open chest colors to match broken chests. All statues will be of uniques now. Several bugfixes.
New to 0.4.8d; Added x_info.txt flavor file, and code support. Changed power levels for invisibility, telepathy and new esp flags. Several bugfixes.
New to 0.4.8e; Removed apple tree and crab apple tree monsters, and FORCE_MAXHP from troll priests. Added palantir back as a source of light. Several bugfixes.
New to 0.4.8f; Reorganised human monsters, so that 'p's are now priests (including paladins), 'q's are now mages (including rangers), 't's are now thieves and warriors, and ensuring that all human monsters and uniques are distinguished. Several bugfixes.
New to 0.4.8g; You can now specify what items a store sells in u_info.txt and with what frequency these items are chosen. Added more monsters. Made ogres also orcs, dragonflies also dragons and dragon bats also dragons. Changed monster recall so that mixes of two monster types are displayed. Added insects and plants. Add sense natural creatures flag to slay animal weapons and 2 artifacts. Added 'correct' identification of when you have an item that provides telepathy/sensing. Some bugfixes.
New to 0.4.9; Changed semantics of stacking so that both items must be inscribed with '=s' to force stacking (rather than either). Stone idols changed (again) to stone faces. Traps now drop an appropriate object when disarmed. Made it harder to get to Rivendell, by adding Old Forest, and ensuring we have to go through Trollshaw Forest and Barrowdowns via both routes. Fixed bug where monsters would not reveal themselves from hiding before attacking player. Prettied up campaign mode further. Made it so that while in campaign mode, all monsters that appear in fixed locations are not generated elsewhere. Druids renamed to Shamans, using Dex for primary spell stat. Spells can now be browsed, to find out what effects they have. Fixed problems with mana storm, frost bolt II, and III, frost trap spells. Added most of support code for runes (Except spell casting). Defined all ego items, object kinds in terms of runes.
New to 0.4.9a; Changed apply rune to ^E in roguelike keyset. Added ability to cast spells from runes... not all spells are yet done, but this just requires editting s_info.txt now. Primarily a bugfix release.
New to 0.4.9b; All pits now can appear much earlier. Adopted modified character generation screen from Eyangband/Zangband, including allowing more than 26 magic/priest books now. Added an additional store to Hobbiton with starting armours. Made campaign mode rewards be deeper objects. Several bugfixes.
New to 0.4.9c; Made 'unusual' themed rooms much less frequent. Made monsters more frequent in themed rooms. Added Unangband borg to source distribution (Read borgread.txt for details). Primarily a bugfix release.
New to 0.4.9e; Removed runes from strange rune traps, as this could lead to much abuse. Fiddled with monster drops to make mages, warriors, priests etc. drop equipment more appropriate to their class. Now actually learn about monster 'classes'. Armored monsters now protected against acid-branded weapons and missiles. Made some modifications to way monster distribution is handled in campaign mode and on levels with unusual terrain. Made campaign mode a birth option now, as it appears to be a lot more stable. Some bugfixes.
New to 0.4.9g; Made it so that defeating a quest monster on the deepest level of a dungeon created stairs leading you to the surface, and no stairs created on any other level by a quest monster. Gave wand specialists much better chance to activate wands, staff specialists staffs, ring specialists rings and so forth. Made battle levels work a lot better. Removed escorts from the high animal and insect uniques, but added summon kind. Made potions of salt water a little more 'fun'. Added another food type (Pint of Orcish spirits). Added towers to campaign mode that have fixed floor plans and have to be climbed to be defeated. Modified levels in campaign mode and tidied up appearance of a number of levels further. Made wield slot and belt slot stack items if appropriate (Suggested by Kieron Dunbar). Allowed you to use items carried in wield slot if you had not enabled the belt slot option. Numerous bugfixes.
New to 0.4.9h; Added 34 additional wands. Made wand/staff charges depend on object level rather than sval type. Removed old changes information, as this was taking a lot of space. Brought back old high resistance shields/body armor. Changed town monster types in Bree and Rivendell. Added maps to various locations to allow non-campaign mode players to journey to some campaign locations; also to extend campaign mode by allowing some alternate dungeons. Changed it so that you have to defeat the trolls to make it to Rivendell. Primarily a bugfix release.
New to 0.5.0 pre-release 1; Added more dungeons and reorganised somewhat. Added some more uniques to populate new dungeons. Removed Red Deaths. Upgraded much of code base to Angband 2.9.6 (This excludes Lua however). Changed self knowledge code slightly. Removed ALLOW_OBJECT_INFO define as it is always on now. Added improved ability to inspect objects from Eyangband. Primarily a bugfix release.
New to 0.5.0; Updated help files to include new options. Restructured help files to format similar to Eyangband. Removed a number of monster AI options that are no longer used. Made it so players descending to ground floor of tower, gets placed inside the tower. Use revised knowledge code from Eyangband. Change auto-inscription code to use the revised knowledge code instead of the old auto-inscription menus. You can now inscribe @x* on an item, where 'x' is any action, and that item will always be picked when you attempt to perform that action.
New to 0.5.1; Reordered monsters in monster file, rendering save file incompatible for the first time ever since Unangband released. However, it allows use of graphics in the game, using Angband 2.9.6 pref files. Primarily a bugfix release.
New to 0.5.1b; Instruments now wield in the bow slot (Taken from ToME). Paladins and mages can now learn instrument style. Items are no longer flavoured by monster drops unless visibly so. Inscribing an object with '=k' will now destroy it when you walk over it, regardless of other inscriptions. Improved object spoilers to include column for object power. Several bugfixes.
New to 0.5.1c; Bugfix release.
New to 0.5.1d; Modified Mirkwood, the Lonely Mountain and Caradhras to keep them a little more interesting. Added the Dale so town available to visit during the Battle of Five Armies. Marketplace now generates level 15 items. Scrolls of Identify and Legend Lore more common in dungeon. Scrolls of Gauge Magic and Identify more common in Alchemy store. Darts coloured red and now less common than daggers. Added DROP_GOOD to stone troll uniques. Added CAN_CLIMB to Mirkwood monsters so they will appear in Mirkwood. Floors now marked by acid, fire and water, and steam and poison attacks result in clouds of steam or poisonous gas. Alchemist and magic shop now buy runestones. Hallucinate and boulder attacks implemented. Now sense instruments. Always curse worthless staffs, never curse useful staffs. Can now study from and cast from altars. Now learn about artifact/item activation by activating the artifact. Trap disarming now depends on the power of the trap. Made innate and non-innate spells seperate. Added maps for sale at the Library at Rivendell. Updated Main and Makefiles to 2.9.7-alpha1, and tried to remove LUA dependencies and add info.c. Numerous bugfixes.
New to 0.5.2; Giant spider webs can now allow spells cast through them. You can now no longer recall from a dungeon to a town in a different location, as it was too unclear for when this case would apply. You can now affect doors and other terrain with bolt spells as well as ball spells. Smoke/steam removed by cold attacks (Suggested by Adam Horowitz). Guardians on surface levels and dungeon towns are now generated during daytime as well (But still only night time in surface towns). Statues/containers/body parts now give you some information about the monster when you discover them. Added Heavy Armoury, Heavy Weaponsmith, Runesmith and Chemist and added to and reorganised stores in a number of towns. Improved store inventories in Jewelers, Marketplace, Barracks and Blackmarket to be more appropriate for players at the level they will encounter the stores. Note that the Blackmarket in Angband will now generate items at a deeper level. If you are hidden in darkness, a lot more monsters will use light to see by. Dungeon entrances are now lit, so they are easier to find at night. Added King of the Wood Elves, Faramir, Boromir and Denethor, and reorganised some of later campaign to be a smoother transition from end of Moria/Isengard/Caradhras. Removed escorts from Tom Bombadil, and summon kin. Made dynamic terrain allowing forests to burn down, seas to have waves and various other effects, poison gas and smoke to spread and disappate. Added waves and wave crests to allow water to have waves in it. These look and act like 'real' waves. Doors and other wooden objects now cause persistent fires, which can be put out by bashing them. Teleport is now a lot safer to use. You will not be placed in potentially dangerous grids. Musical instruments will now occasionally be ego items. Torches, lanterns, etc. now will also affect the terrain under them as well as the monster. Some weapons are now 'throwing': to use them, unequip your bow or cross-bow, and use the fire command. Slings can now fire any 'throwing' weapon, allowing you to lob potions (Such as potions of Detonations) to much greater distances. Added Burning arrows and Batons. Potions of Death are now very expensive. Added ability to create html screen dumps similar to T.O.M.E. This can be invoked with the ] key on the main map. Added ability to create html screen dumps at any time using the Ctrl-right-bracket (^]) short cut. Now use Enter to continue and ESC to restart the character generation process. You can now recall objects while you are looking at them. Added option view_glowing_lite which applies special (eg torch-lit) lighting to boring grids that are adjacent to glowing features such as torches in a room. Updated the help files to reflect the above commands. Numerous bugfixes.
New to 0.5.2a; Bill Ferny now guards the bottom of Bree. The Trollshaw forest is now harder. Bert, Bill and Tom occur earlier in non-campaign mode. Added ability to redefine visual prefs using the knowledge menus. If you specify a graphic/attr/char mapping for e.g. a potion of speed, once you become aware of the object, it will use this mapping rather than still using the flavour attr/char mapping. The objects menu under the knowledge menu now lists the flavours of all unknown objects, primarily so you can interact with the visuals for these objects. Made torches light brown, and other junk dark brown. Several bugfixes.
New to 0.5.2b; Bugfix release.
New to 0.5.3; Dropped down effectiveness of healing spell of a monster. Identified status of an object will be lost when a rune is applied. Changed some routes between maps. Implemented the Obvious Flags set for ego items. Resistances and abilities of average items and base item of ego items will be known as soon as identified. 'I'nspection of Identified item will always reveal all its true abilities regardless of Save File Option. Added additional rune combinations to cast spells. Added vanilla 3.0 mage spells. 'I'nspection of Identified items doesn't display annoying 'It does not...' descriptions, and display a simple supplement; 'You know everything about this item.' Variant_save_feats will be automatically turned on as soon as character is loaded. All Save File Options are now default for new save-file. Numerous bugfixes.
Current Maintainer Usually Andrew Doull, but as he's working away from home for some time, Andrew Sidwell has become caretaker for the project.
Amiga Maintainer Bablos
Current Version 0.5.3 (27.10.02)
Current Amiga Version 0.5.3 (25.11.02)
Based On Angband 2.9.7 Alpha 1
Web Page http://unangband.berlios.de
Source Code ftp://clockwork.dementia.org/angband/Variant/UnAngband/unangband-0.5.3-src.tar.gz (27.10.02)
Amiga Version From
0.5.3 ftp://clockwork.dementia.org/angband/Variant/UnAngband/unangband-053-ami.lha (25.11.02)
Sound Files ftp://clockwork.dementia.org/angband/Amiga/angband-sound-ami.lha (13.11.99)
Bolt Graphics Files ftp://clockwork.dementia.org/angband/Variant/ZAngband/zangband-boltgfx-ami.lha (04.02.99)
Other platforms
Acorn (0.5.3) ftp://clockwork.dementia.org/angband/Variant/UnAngband/unangband-0.5.3-riscos.zip (27.10.02)
DOS (0.5.2) ftp://clockwork.dementia.org/angband/Variant/UnAngband/unangband-052-ibm.zip (11.05.02)
Mac 68K (0.5.3) ftp://clockwork.dementia.org/angband/Variant/UnAngband/unangband-053-mac-68k.sit.hqx (26.10.02)
Mac PPC (0.5.3) ftp://clockwork.dementia.org/angband/Variant/UnAngband/unangband-053-mac-ppc.sit.hqx (26.10.02)
Mac OS X (0.5.3) ftp://clockwork.dementia.org/angband/Variant/UnAngband/unangband-053-mac-osx.sit.hqx (26.10.02)
Windows (0.5.3) ftp://clockwork.dementia.org/angband/Variant/UnAngband/unangband-0.5.3-win.exe (27.10.02)

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un.html Bablos - angband@blueyonder.co.uk
Last updated on 25th November 2002