This is a document file listing the changes in Zangband (compared to the standard Angband 2.8.1.) No long explanations, just a list. See code for details. In reversed chronological order (more or less): -- Zangband 2.0.4 -Correct version display -No less than 16 new player races (all new, although a few ideas are borrowed) -Recharging True replaced w/ Explosive Rune (explodes only if you stand on it) -Mages can choose Life magic (they are worse than paladins in it) -Death Knights (variant of the Paladin class) added -Warriors and Paladins become immune to fear at high levels -Rogues also get a (much weaker) backstab attack against fleeing foes -New vaults (vaguely based on ancient Egyptian tombs / temples) -Small levels have (initially) less monsters now (related to the level size) -More precautions to avoid (the rare) hangups when a small level is generated -Fixed a bug with spell selection (cmd5.c) -Rings of Flames etc. also give temporary resistance when activated -Rings of Flames etc. show their activation info now when *identified* -Weapons of fire will also work as light now -Slightly better, 'smart' generation of random artifacts -New summoning effects for 'wild magic' -Level based bonus to the racial power activation test -Ball of Radiation & Invoke Logrus (monster attacks) are functional now -Radiation effects changed slightly -A certain artifact which is not in a_info no longer gets RES_DISEN -Minor changes to the PC font (hopefully for the better...) -Slightly saner price calculation for random items -Slightly better prompts ("recite which prayer" vs "cast which prayer") -Other cosmetic and minor fixes -- Zangband 2.0.3 -Rings of Flames, Ice and Acid can now be activated (for an obvious effect) -New vaults (some have their floor plans borrowed from Nethack) -Cosmetic fixes (documentation) -Game balance fixes -Kharis no longer crashes the spoiler generation -Evil jellies (like death molds and shoggoths) no longer show up in jelly pits -Better 'speech' for uniques that are afraid (/lib/file/monfear.txt) -Trump weapons can now also be activated for teleport -Ego weapon damage dice loaded properly -Amberites can now open doors, 'summon Amberites' no longer produces undead -Monster special resistances fully implemented -Grayswandir is a sabre now -Rings of high resistance stack now (Lordly Protection doesn't) -Fixed Rings of Extra Attacks -Curing also cures hallucination -Angels are fearless now -Nature's Wrath (spell) damage upgraded -Call Chaos sometimes produces highly destructive beams now -- Zangband 2.0.2 -Internal version Angband 2.8.1, fake version (Z 2.0.2) displayed for commands -Finally updated (almost all of) the documentation! -Fixed more bugs in v_info -The stacking patch applied (fixes gold deleting all objects below it) -Redraw mana / hp after using racial powers & receiving rewards -Certain stationary monsters are fearless now -Priests can choose Life or Death magic (not both) + 1 from S / N / C -Some paladin prayers are slightly easier now -Sorcery spells are now available earlier (to make the realm more competitive) -Miscast Chaos spells may produce random "wild magic" effects -Miscast Death spells may hurt the player -Nature Awareness downgraded slightly -'Produce food' (Nature spell) renamed to 'Foraging' (no real reason, though) -Other cosmetic fixes+enhancements (Ball of Cold has no longer "Duration" :) -Different colours for the special player symbol (level dependent) -Nightwalker CAN_SPEAK moved to Raphael (where it belongs) -Rotting corpses and malicious leprechauns have physical attacks now -No more freebie attacks on unseen monsters in walls (digging must be used) -Using certain aimed rods no longer randomly crashes the game -Small levels should no longer cause alloc_monster to hang the game -Dragon Helm of Dor-Lomin no longer crashes the game -Arcum Dagsson's code to support separate macro files for different realms -Fixed a bug that prevented random resistances for some artifacts -Fixed a bug which prevented the saving of random flags from certain items -Better name-forming code for Random artifacts (created in Black Market) -Better descriptions for unidentified objects (without show_labels) -Equippy characters restored as an option by popular demand (I missed them too) -Initial life rating display moved to a more logical place -do_cmd_rerate will now be compiled even without wizard mode -Rewards for killing wanted uniques are at least 250 gold (not 0 gold) -Option to dump the 'final' screen (when you die) -- Zangband 2.0.1 -Nature Sense Surroundings upgraded to Nature Awareness -Removed 'marginal' item generation from temple, added 3 * scroll of WoR -Compile time option to display different player symbols (/race, /class) -Fixed take_hit message for Scroll of Logrus (not "of Chaos") -Fixed the major bug with spell remembrance/forgetting in xtra1.c -Fixed the damage display for Frost Bolt -Fixed "You can learn 1 new spells." in cmd5.c -Magic traps are a bit less lethal early on -Silly hallucination monsters (as in Nethack) -Potion of Confusion -> Booze -Alchemy now takes into account the amount of items (max still 30k / spell) -Changes to options -Genocide True replaced with Vampiric Branding -Fixed a bug in v_info -Items stolen by the agents of black market may show up in the Black market -Racial intrinsics are a bit easier to use now -- Zangband 2.0.0 -New spell system (life, sorcery, nature, chaos, death magic) -New monsters list (mostly from the older Zangband) -User can_not_ set the colors of flavored objects (via pref files) -Warriors get extra blows and shots, increased damage -Rangers have a slightly better innate pseudo-id -Last words, speaking uniques, rumors, warrants, error messages -"Negative" level feelings -New ego items and artifacts -New object flags (VORPAL, CHAOTIC, VAMPIRIC, BRAND_POIS) -Rogues start with a poisoned dagger and can backstab nasties -xtra1.c, files.c: DUNADAN -> AMBERITE -Other stuff...