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Zangband
How does it differ? Blimey - this is probably the most radically different variant available, and in my opinion is the best around, even beating plain old vanilla. The Z is for Zelazny, as Zangband was originally set in Roger Zelazny's 'Amber' universe. The game has a revolutionary new magic system derived from the game 'Master of Magic'. Other than this, the game now has 26 race types, each having their own special abilities as they reach certain levels, loads more monsters, a HUGE array of vaults of all sizes, random artifacts in addition to the traditional set, new objects, new player and object flags, and a new goal at the end of the game. Bloody marvellous! Hard to guess which my favourite is, then! Beware however - this variant is considered by many to be much harder than vanilla Angband, so be warned!
New to 2.2.8; Extended the online helfile system significantly. Updated large parts of the documentation. Added Tom Morton's fake artifact names patch. Added magical figurines, statues and corpses. Changed the way game-created inscriptions work. Various changes to the Mindcrafter. Added multiple message tracking. Added a health display to the pet knowledge, extended the pet commands and tweaked pet behaviour. Introduced pref files for options. Made amendments to various quests by Shayne Steel and their rewards. Added several monsters. Rebalanced and modified many monsters. Monster groups now appear scattered. Added conical breath attacks. New Ironman option - nightmare mode. Made some changes to the wizard commands. Improved the documentation of the _info.txt files. Resting at the Inn now restores hit-points and mana. Added a new scroll of 'mundanity'. New weapon type - the 'Diamond Edge' sword which has the vorpal flag. Decreased the levels of certain rods. Players should be cautions when throwing certain potions! Tweaked the naming of random artifacts. Changed various monsters to allow them to speak and added relevant entries to monspeak.txt. Monsters with KILL_BODY will now perform an attack on other monsters blocking their path rather than insta-killing them. Numerous spelling and grammar changes. Added code to support monster invulnerability and vampirism. Removed the 'unbiased RNG' option. Separated chaos and confusion resistance and added RES_CONF to several artifacts and other objects. Made the autoroller a bit friendlier. Aggravation no longer annoys friendly monsters. Multiple rings are supported - additional rings can be obtained upon reaching an appropriate level. Made mimics slightly more troublesome. Charging items now have a darker colour in inventory. Shopkeepers from Cthangband implemented. LOTS of bugfixes.
New to 2.3.1; Added Tom Morton's fake artifact patch. Multiple rings are now supported. New ironman option - nightmare mode. Introduced pref files for options. Took several shopkeepers from Cthangband. Monster groups now appear scattered. Added conical breath attacks. Changed the savefile version numbering somewhat. Binned a lot of old vanilla savefile code. Changed inscription system. Added some new quests. Lots of bugfixes.
New to 2.3.2; Internal development version.
New to 2.3.3; Added magical figurines, statues and corpses. Added a new scroll of mundanity. New weapon type - the Diamond Edge sword. Decreased the levels of certain rods. Lucerne Hammers are now polearms. Players should now be cautious when throwing certain potions. Tweaked the naming of random artifacts. Changed various monsters to allow them to speak via monspeak.txt. Farmer Maggot will now drop an excellent item. Several Mindcrafter changes. Lots of bugfixes.
New to 2.3.4; Extended the online help system. Resting at the Inn now resotres HP and SP. Added some new monsters and amended others. Replaced the 'Resist Time and 'Sustain Stats' mutations with two new ones. Upgraded TY_CURSE. New Wizard command to delete all monsters on the current level. Increased the ratings of the miniature cell and interlock vaults. Reduced all monster HP and AC in preparation for the change to Oangband-style combat. Implemented Oangband-style combat. Numerous amendments and refinements to the dungeon generation code. You will no longer receive rewards for killing non-uniques. Trees now only block LOS half the time. Increased the maximum number of pits to 2 per level. Artifacts now have a higher activation failure rate when cursed. Added some new vaults by Eric Bock and tweaked a couple of others. Minor changes to certain quests and their rewards. Added a status bar that displays certain timed effects. Made artifacts tweakable and their activations can now be modified. The scoring function now considers various things, such as birth options. Autoroller delay is now optional. Allowed random artifact rings and amulets. Level feelings will now be generated based on the length of time you have spent on the current level rather than the previous level. Monster memory, unique lists, spoilers and kill counts are now sorted by monster level regardless of the monsters' index in r_info.txt. Life rating is no longer shown at character generation. Reworked the character information screen to remove duplicate information. Lots of bugfixes.
New to 2.3.4c; Bugfix release.
New to 2.3.5; Cleaned up monster fighting messages. Quest entrances now show the name of the Quest. Added player alignmnent based on pet alignment and virtues. Monsters may no longer summon their enemies. Added an 'autodestroy worthless objects' option. Lowered the pet upkeep slightly. Made pets able to locate the player from a great distance. Restored the mana of all classes to pre-2.3.4 levels. Made 'trump cyberdemon' less difficult to cast successfully. Added an invisible wall for nightmare mode. Disintegration balls are now stopped by permanent walls. Shattered weapons are now 1d1 not 0d0. Exploding monsters no longer hurt the player twice whilst exploding. Lots of bugfixes.
New to 2.4.0; Added a command to save the current options to pref-opt.prf. Added some more draconian histories. Made monsters behave more intelligently when casting spells at other monsters. Added a Lovecraftian pit. Dungeon co-ords are now displayed when targetting in wizard mode. Added more appropriate lines for certain uniques. Throwing potions at a monster will now identify potions with obvious effects. You can no longer target friendly monsters by accident. You can now throw wielded items. Added Chris Weisinger's new vaults. The Nazguls can now only be killed by the player. Things inscribed with '=g' will be automatically picked up. You can choose a random number of random quests when generating your character. Added point based stat allocation at birth. Added a feature to allow your game to be automatically logged. Added new monsters, observed melee attacks and graphics to be used when the player is hallucinating. Added some monster AI optimizations from standard Angband. Tweaked spell-casting AI to reduce the chance of smart monsters healing and teleporting. Pets should no longer cast ball spells or breathe at monsters if the player is likely to get caught in the ball/breath. Tweaked the line of sight code. Monk extra attacks have been smoothed out. Changed the monster/monster and monster/player spell damaged to be more like the Oangband values. Added steel bolts to make crossbows more useful. Removed the influence of virtues on the player's summoning spells. Improved mindcrafter attack and bow ability a bit. AC bonus for monsters on trees, AC penalty for monsters in deep water. Ammo of backbiting really bites back now. Missile launchers of Velocity and Accuracy sometimes supercharge. Sheaf arrows are less common now. Statues do more damage when thrown. Reduced the multiplier for the throwing mutation. Monster escorts will never be of the opposite alignment. Several bugfixes.
New to 2.6.0; The starting town has a fixed list of stores now. Changed how the sanity-blasting effect of monsters works. Made sanity blasting monsters much rarer. Included 'unseen' monsters as a category in the kill-count list. The rare book store now stocks more normal books, and less dungeon ones. Nightmare mode is slightly harder. Split the 'lib/user/' folder into 'lib/pref/' for the default pref files that are distributed with the game, and 'lib/user/' for files created by the user. Changed object distribution from chests. Added an alpha-quality gtk port. Scrolls of protection are now preserved when an object on the floor prevents the creation of the rune. Halved the price of the 'identify pack' service at the Zymurgist. Small towns can now have special buildings (like an inn). Updated and added lots of tiles for the 8x8 and 16x16 graphics modes. Updated the documentation. Prevented object levels from getting too high and producing lots of potions of new life at deeper levels. Fixed plenty of bugs. The default birth options for new characters can now be set from *.prf files. The used staircases is now marked as known when entering a new level. Refulling a latern from another latern in the inventory will now correctly update the inventory and equipment windows. Added some extra checking in the bitmap loading code.
New to 2.6.1; The supplies store can sell ammo. Added an option so that you can set the map to remember monster-lit grids. Made potions of restore life levels more common. Items from acquirement() can not be worthless anymore. Quest rewards are now worth at least (100 * dungeon_level) gold pieces. The object selection routines used by stores when stocking themselves should be much faster. Towns now have random names. Added autoconf support. Lots and lots of bugfixes!
New to 2.6.2; Made potions of restore life levels more common. Fixed loading of some 2.4.0 savefiles that weren't working. Fixed problems with items caused by importing older savefiles. Added more 8x8 tiles. The wheel of fortune now shows the correct number when it stops. Fixed out of bounds memory access in dungeon depth display. Added the coloured monster-memory patch, with a few minor changes. Added the vcs port mentioned on rgra. Redid the birth screen with scrolling menus with the help of Matt T. Added support for autoconf detection of the Athena widget set. The autoconf stuff can be rebuilt from scratch. Renamed 8X8.bmp to be 8x8.bmp, it works better on case-sensitive machines. Fixed the problems with explosive runes. Fixed the really weak trap disarm spell. Added a new race - ghoul. Fixed a bug that prevented skeletons from being resurrected. Changed the default X11 fonts so that things behave better when people try to redefine them. 'Normal' artifacts are less common than in 2.6.1, hopefully the rarity now approaches that in 2.4.0. The correct town names are shown in character dumps. Slaying weapons now use a different formula for the adjusted damage dice. Made trump summoning spells more powerful - the formula was based on the old dungeon distribution of monsters. Monsters now use LOS properly when targetting something. Secret doors are supposed to look like granite walls. Scrolls of remove curse are more common. Monsters can open secret doors again. Objects deep in the dungeon are more varied. Added an ironman_los option for those who want to play without any line of sight abuses. Fixed the problem with stacking of wands after loading a savefile. The monster list term works properly even when the term is too small. When you punch monsters, you do the damage shown on the information screen. Graphics now work on 8bit screens in X. Ghouls gain the 'sense living' ability when they get to level 30. Increased the price of potions of experience. The Unicorn of Order can bash down doors. You can now open chests on the same square as yourself. Fixed crash when starting with no savefile, and graphics is turned on. Figurines are no longer found cursed in the dungeon. Removed two obsolete los options. The birth screen now shows race and class modifiers when you make your choice. Added an option to show the 'experience to go until next level' instead of the total experience. Cheerful leprechauns are affected by the silly monster birth option. Added a command line option so that you can choose the tileset to the unix ports. Changed the formatting in the unique killed list to be like [V]2.9.3. The gtk port is now of at least beta quality. The spell-list term type now adjusts to window size. Potions of resist heat and cold are more common. Fixed compilation problems on machines lacking memset().
Current Maintainer Robert Ruehlmann
Amiga Maintainer Bablos
Current Version 2.6.2 (03.09.01)
Development Version 2.7.2 (23.12.02)
Amiga Version 2.6.2 (09.09.01)
Amiga Dev Version 2.7.2 (09.03.03)
Based On Angband 2.8.1
Web Page http://www.zangband.org
http://thangorodrim.net/zangband.html
Source Code
2.6.2 ftp://clockwork.dementia.org/angband/Variant/ZAngband/zangband-2.6.2.tar.gz (03.09.01)
2.7.2 ftp://clockwork.dementia.org/angband/Variant/ZAngband/zangband-2.7.2.tar.gz (23.12.02)
ZangbaA 2.3.5 ftp://clockwork.dementia.org/angband/Variant/PrfnoffZAngband/zangbaa-235-src.tar.gz (08.06.00)
graphics files http://thangorodrim.angband.org/graf.zip (22.06.01)
Amiga Version From
680x0 (2.6.2) ftp://clockwork.dementia.org/angband/Variant/ZAngband/zangband-262-ami.lha (09.09.01)
68020+ (262o16b13) ftp://clockwork.dementia.org/angband/Variant/ZAngband/zangband-262o16b13-ami.lha (03.02.02)
68020+ (2.7.2 dev) ftp://clockwork.dementia.org/angband/Variant/ZAngband/zangband-272-ami.lha (09.03.03)
68020+ (272o110b18) ftp://clockwork.dementia.org/angband/Variant/ZAngband/zangband-271o110b18-ami.lha (10.03.03)
680x0 (2.1.1c) ftp://clockwork.dementia.org/angband/Variant/ZAngband/zgam211c.lha (28.08.98)
680x0 (a2.3.5) ftp://clockwork.dementia.org/angband/Variant/PrfnoffZAngband/zangbaa-235-ami.lha (11.06.00)
PowerUP (2.2.1) http://uk.aminet.net/pub/aminet/game/role/ZangbandPPC.lha (23.10.99)
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 (2.1.1c) http://www.argonet.co.uk/users/musus/angband/zang211c.zip (18.07.99)
Acorn (2.4.0) http://www.argonet.co.uk/users/musus/angband/zang240.zip (19.09.00)
DOS (2.6.2) ftp://clockwork.dementia.org/angband/Variant/ZAngband/zangband-262-dos.zip (03.09.01)
DOS (2.7.2 Dev) ftp://clockwork.dementia.org/angband/Variant/ZAngband/zangband-272-dos.zip (23.12.02)
DOS (a2.3.5) ftp://clockwork.dementia.org/angband/Variant/PrfnoffZAngband/zangbaa-235-dos.zip (15.06.00)
Mac 68k (2.6.1) http://homepage.ntlworld.com/rowan.beentje/zAngband_261_68k.bin (25.08.01)
Mac 68k (2.7.2 Dev) ftp://clockwork.dementia.org/angband/Variant/ZAngband/zangband-272-mac-68k.sit.bin (12.02.03)
Mac 68k (a2.3.5) ftp://clockwork.dementia.org/angband/Variant/PrfnoffZAngband/zangbaa-235-mac-68k.sit.bin (08.06.00)
Mac 68k (2.5.4) ftp://clockwork.dementia.org/angband/Variant/ZAngband/zangband-254-mac-68k.sit.bin (28.02.01)
Mac OS X (2.7.2 Dev) ftp://clockwork.dementia.org/angband/Variant/ZAngband/zangband-272-mac-osx.sit.bin (07.02.03)
Mac PPC (2.6.2) ftp://clockwork.dementia.org/angband/Variant/ZAngband/Zangband_2.6.2(PPC).sit.hqx (05.09.01)
Mac PPC (2.7.2 Dev) ftp://clockwork.dementia.org/angband/Variant/ZAngband/zangband-272-mac-ppc.sit.bin (12.02.03)
Mac PPC (a2.3.5) ftp://clockwork.dementia.org/angband/Variant/PrfnoffZAngband/zangbaa-235-mac-ppc.sit.bin (08.06.00)
Mac PPC (2.5.4) ftp://clockwork.dementia.org/angband/Variant/ZAngband/zangband-254-mac-PPC.sit.bin (28.02.01)
OS/2 (2.6.2) ftp://clockwork.dementia.org/angband/Variant/ZAngband/zangband-262-os2.tar.bz2 (20.08.01)
OS/2 (2.5.5) ftp://clockwork.dementia.org/angband/Variant/ZAngband/zangband-255-os2.tar.gz (19.04.01)
Windows (2.6.2) ftp://clockwork.dementia.org/angband/Variant/ZAngband/zangband-262-win.zip (03.09.01)
Windows (2.7.2 Dev) ftp://clockwork.dementia.org/angband/Variant/ZAngband/zangband-272-win.zip (23.12.02)
Windows (a2.3.5) ftp://clockwork.dementia.org/angband/Variant/PrfnoffZAngband/zangbaa-235-win.zip (15.06.00)

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