Kangband 2.8.2g is a variant of Angband 2.8.2 The major claims to fame are the expanded town area, new classes (illusionist & druid), and new spell structure. Now the player can visit the castle, library, gambling house, their class-specific building (tower of sorcery, order of paladins, etc.) I have also added the illusionist class, druid class, & some additions from GW-Angband. The game also includes a nice structure for quests. New to 2.8.2g from the last version of 2.8.2f ----------- More bug fixes including: - the rogue can now correctly use illusionist spells. - can no longer end up in a quest level with no monsters - quest difficulty has been toned down (no more way out of depth monsters) - items are now identified when the players is rewarded with them. - priest spells have been fixed (some would activate as two spells) New to 2.8.2f from the last version of 2.8.2e ----------- Many bug fixes including: - normal monsters can now have escorts and escorts will appear with monsters when used in quests. - In-between game has been tweaked some more to not allow excessive winning. - losing monster quest values when saving and restoring has been fixed. - spellcasters now get experience when killing monsters with spells (rather nasty bug there). - Will no longer get multiple messages complaining about crossing deep water when you have too much weight. - The new monsters have been adjusted in strength and properties thanks to the help of Jonathan Ellis. - The source code distribution now includes the LIB folder. - Some obsolete files removed from distribution. New to 2.8.2e from the last version of 2.8.2c ----------- NOTE: There was no 2.8.2d released, this was an internal version that never saw the light of public. The wilderness file and quests are read from files. A player when born can pick a set of quests, i.e. a plot to last that character's life. The game supports 10 different plots. Artifacts and uniques will no longer appear in quest level if already seen/killed. The druid class was added. The spells for the four magic classes were completely revamped. The spells.xls excel spreadsheet details some of the changes. This was a huge undertaking and hopefully I make these characters more powerful in magic (earlier versions reduced combat skills) without losing the balance of the game. New spells, new effects, increasing power with single spells based on level, removed redundant spells, more spells. Bug of not being able to leave arena fixed. ----------- New to 2.8.2c from the last version of 2.8.2b Added vaults from Zangband. Fixed bugs (see bugs.txt included in the kangdocs directory) Quests are now user-defineable! I have included a document that describes how to create them. There are two new "buildings" - a weaponsmaster and beastmaster. If the character does well, can visit all other buildings (except for that hidden thieves lair) ----------- New to 2.8.2b from the last version of 2.8.1a. The first new addition is the obvious use of the 2.8.2 source code. Secondly, a wilderness has been build outside the expanded town. The stairs to the dungeon are in the wilderness. The mage can now handle the dagger or quarterstaff without being encumbered. There are terrains of trees, mountains, water, and lava in the game. Most importantly, the QUESTS are now implemented with the castle building. This particular zip file is the source code. Kangband should compile on other systems just as easy as Angband 2.8.1 did. I did not make any changes that would (I think) affect compiling. This source code is also set by default to compile for DOS. Copy over the correct makefile, verify config.h, h-config.h, h-system.h, etc. Please direct feedback, comment, complaints, compliments, etc. to wigle@fmmail.uc.edu Thank you and I hope you enjoy this addition. All help on this variant can be found in the "kangdocs" directory of the variant.