Welcome to Zangband! This is the Dos-386 precompiled executable of Zangband 2.1.0 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 2.1.0 -Version handling for save files, pre-210 save files loaded as 206 save files * Svga is the default; '-mibm' for no graphics, '-mibm -g' for font graphics -The Dos version can run in 3 modes: SVGA graphics, font graphics, text only -Lots of extra tests added to generate.c to avoid infinite loops -Special feelings caused by other than artifacts should be less common now -New options; Autosaving options; "Testing" options renamed ("Stacking") -Confirm staircases turned into a runtime option -New plain_descriptions option (to split up show_labels) -New auto_destroy option to destroy known worthless items without prompting -New option to confirm wielding/wearing known cursed items -Confirm staircases is a runtime option now -Options menu reorganized. Zangband special options under a separate sub-menu -Activate power command ('U'/'O') uses a menu now -Total kill count option added in the 'knowledge' menu -The display command can dump to file (command 'f') -New texts added (into lib/file/) by jd9072@aol.com, for extra colour -Gollum patch (by John May & 'Tim') implemented (slighty toned down version) -Fixed a number of bugs in the object absorption code (also in store.c) -2 new magic realms: Trump (teleport+summoning), Arcane (weak general purpose) -The "Polymorph Self" is a bit less useless now -Added chaos mutations -Potion of New Life gets rid of all mutations (in addition to normal effect) -Added (possible) activation effects for random artifacts -Immunities are a _lot_ less common in random artifacts now -Fixed (?) the bug which was causing the One Ring sometimes not being cursed -Four new types of amulets to make amulets more interesting -Feather Fall turned into Levitation (allows flying over trap doors) -Object flags: NO_TELE (prevents teleporting), NO_MAGIC (no spells, high save) -Added a very powerful new artifact, the Sword of the Dawn (as rare as Ringil) -Two new races: Sprite (very weak & smart), Chaos Beastman (gain mutations) -New class: High Mage (specializes in one realm, learns it really well) -Warrior/Paladin/DeathKn gain xp for destroying deep books (all/non-Life/Life) -Certain races gain no nutrition from food (they must use Satisfy Hunger) -Chaos warriors gain resist chaos at lvl 30, resist fear at lvl 40 -Unencumbered monks gain free action at lvl 25 -Monks are more likely to attack with the highest level attack available now -Added special breaths for Draconian Monks, Chaos Warriors and Warrior-Mages -Monsters which use the same symbol sometimes appear in 'hordes' -Everybody's favourite monster, 'the Unmaker', is far nastier now -Some monsters are 'good' (as opposed to 'evil'), immune to holy fire -Some monsters are sanity-blasting 'eldritch horrors' -For fairnesses' sake, monsters can also have reflection & auras of fire/elec -Certain monsters may resist teleportation -Adjacent monsters which can teleport may follow you when you teleport -Clones drop treasure nor objects -The 'xxx curses' spells may actually make your equipment 'cursed' -Added a new very powerful spell, Hand of Doom, for high level uniques -Killing Amberites can be dangerous -- ever heard of the Amberite blood curse? -The Serpent of Chaos is a bit tougher now -Various minor fixes & cosmetic enhancements & new icons -Lots of features by Paul Sexton: * Major revision of the spell system (nature+death+chaos upgraded) * Summoning spells for friendly monsters * Charming spells to make new friends * Wand of Lightning Bolts -> Tame Monster * Two new races: Vampire & Spectre * Mindcrafter class * Potion smashing effects * Cosmetic changes (character info screen) -My own changes to the above: * You may accidentally attack friends if blind, confused etc. * No 'friendly uniques' can be summoned * You must pay upkeep (mana) for friendly monsters * Fixed the fatal "displacing crash" bug (caused by my own code) * 'Friends' are also possible as Chaos rewards, artifact activation -- Old changes (versions 2.0.0 - 2.0.6): Listed in the file z_update.txt (included in the archive)