Welcome to Zangband! This is the Dos-386 precompiled executable of Zangband 2.1.0c It requires an Intel 386DX (or higher or compatible), and probably at least 2M memory (untested; difficult to find such a computer with less memory). It runs under Ms-dos (or dos prompt in windows95). Beginning with 2.0.6, the dos port of Zangband incorporates Robert Ruehlmann's SVGA graphics and terminal code. This replaces the old, font-based graphics. Although the SVGA graphics are cute, they may not always convey as much information as the ascii 'graphics', and they may look messy on smaller monitors (I personally find that I must run them on a 15" Trinitron or better or my eyes will hurt). In addition to the graphics, Robert Ruehlmann has added 'windows' terminal code for Dos: the bottom of the screen can be used for two windows of the user's choice. The dos version can run in four different modes: no graphics, no sound: "angband -mibm" font graphics, no sound: "angband -mibm -g" svga graphics, no sound: "angband -mdos -g" svga graphics, with sound: "angband -mdos -g -v" Wizard mode, debug commands and cheats have been compiled in, but the use of them disqualifies you from the hi-score list. Borgs have not been compiled in this release. Unzip the archive with the "-d" flag if you use pkunzip. To start the game, run z.bat. You can modify z.bat to fit your personal needs. Please send any comments, questions, bug reports and ideas to Topi Ylinen f1toyl@uta.fi --------------------------------------------------------------------------- Zangband 2.1.0c -Command (in powers menu) to dismiss all pets (costs no mana, takes a turn) -Alberich has lost his "deadly touch" -Hilarious new nonsensical rumours courtesy of altavista translation service -A "pit" variant of the "symbol clone nest" -James Lockwood's store-auto*id* and examine patch -Patches from Silas Dunsmore, lots of little fixes -Teleporting monsters have to pass a skill test to follow you -"Blessed" weapons are likely to resist cursing by monsters -Heavy cursing less likely; scrolls of *Remove curse* for sale in the temple TODO (features/ideas/bugfixes that have not yet been implemented): * Game difficulty levels (point-based / simple to impossible?) * Quests * Your own inscriptions should not be junked if an item becomes cursed * Potential bug: exploding unmakers crash / hang the game? * Maybe weapons of slay xxx should glow if xxx is nearby? (option) * Bug? Eldritch horrors seen first via ESP don't blast your sanity? * Disintegration balls can explode out-of-bounds? * Add oriental melee weapons for monks (nunchaku, bo stick etc.) * Smashed potions should also affect the player (if withing range) * Perhaps add Silas Dunsmore's cumulative light radius patch * "Afraid" monsters behave illogically -- Old changes (versions 2.0.0 - 2.1.0b): Listed in the file z_update.txt (included in the archive)