Angband versions

Angband is a free, single-player dungeon exploration game
4.2
3.2
Feb 10, 2011
Review
3.1
Jul 10, 2010
Review

What's new

v3.1 [Jul 10, 2010]
- Make paralysis non-cumulative (you can't be paralysed more if you're already paralysed) (#783)
- New algorithm for device failure rates, and display those rates during the inspect/aim/use/zap commands (#483, #715, #1048)
- Extensive tweaking of artifact list (http://angband.oook.cz/forum/showthread.php?t=2454)
- Various randart changes, including random activations on non-lights (#974)
- Add NPP-style quiver (#34)
- Tweaks to ID-by-use:
- Don't display larger than normal base dice (artifacts/boosted egos) until the weapon is attacked with (#982)
- Notice artifact status on pickup (#1052)
- Bows of Power/Accuracy should always have a good bonus (#782)
- Show stat requirements for additional blows when describing melee weapons (#922)
- Decouple chance to enchant and chance to uncurse (#1007)
- Increase variability of gold drops
- Increase prices of ego ammo by assuming +9 launcher
- Make player races a bit more varied
- Deep Descent now acts as a 2-level down Teleport Level (#1062)
- General store buys some stuff again (#288)
- Empty wands/staffs sold to stores are recharged (#229)
- Boost device damage on high device skill (#419)
- Make wands/rods of lightning bolt always beam
- Mage damage spells have lower mana usage than before, by about half, making using magic when attacking more appealing
- Detect Invisible spell should reveal non-invisible monsters too (#1047)
- Combine priest Detect Trap and Detect Stairs prayers (#941)
- Remove destroyed levels
- Remove the self knowledge effect (#831)
- Increase odds of out-of-depth monsters
- Smeagol now has HURT_LITE (#955)
- Give rods of lightning balls IGNORE_ELEC (like wands)User interface
- New commands:
- Center map (Ctrl-L)
- Fire at nearest enemy with default ammo ('h' / TAB in roguelike) (#697)
- Target closest monster ("'") (#374)
- Make look/target command a lot more usable, with less stuff cluttering the screen and a '?' display a la the stores (#924, #927)
- Display shots modifiers on bows in the multiplier
- Uniques are now all purple (#1000, pending full implementation of extra colours)
- Destroy command now asks 'yns' to allow squelching
- Tweak monster recall; (#743, #532, #541)
- add damage estimates for monster spells
- add more meaningful colours that depend on the player's state (vulnerabilities and resistances)
- change the order of sentences
- Show player-turns on C screen and in dumps (#891)
- Add "{unseen}" to unaware items in stores (#732)
- Add price to the item list when the player is prompted to select an item to sell (#861)
- Add light sources to the quality squelch menu (#1032)List of bugs fixed
- Fix ego-item recall on object knowledge browser
- #443 Lack of HURT_LITE and HURT_ROCK are noted as resistances
- #688 Fix "learning spells" message when casting
- #641 Fix Morgoth artifacts *again*
- #708 Monster recall and object knowledge update more correctly with sleep/scare/etc effects
- #816 Random teleport no longer prints odd messages if you try to work into a store when it triggers
- #884 Don't use a turn when an item has no charges (also see #980)
- #915 Print trampling and pushing past messages only when monster is in view of the player
- #918 Warn player when melee attacks do no damage
- #920 Make permarock a different colour
- #923 Add notify_recharge option to notify on all rod/activation recharges without inscriptions
- #926 Restore artifact activations to character dumps
- #929 Avoid giving away unknown pvals in object descriptions
- #930 Fix prices of known objects with unknown pval
- #931 Turn off writing the pricing log in all circumstances
- #933 Fix ID-by-use for AC bonuses
- #935 Check that the item exists before accessing it in resistance display
- #937 Quality squelch UI fixes
- #943 Use correct symbol for wand of teleport other
- #945 Make scrolls of Darkness notice rDark as well as rBlind
- #948 Fix corrupted messages when dropping in the home
- #954 Ring of Accuracy displays (+h,+d) like everything else
- #967 Ensure that artifacts ID'd by use appear in player history
- #972 Reword origin of store items to make sense when inspected before purchase
- #975 Potion of Dragon Breath can destroy itself and cause double-delete
- #976 Fix recall of artifacts in knowledge menu (also #1065)
- #978 Stop knowledge menu leaking info via squelch settings
- #980 Don't use a turn when an ID spell/scroll/staff has nothing to ID
- #986 Don't show refuelling info for unrefuellable lights
- #988 Artifact spoilers include curses again
- #989 When artifact creation fails, fallback to great items
- #990 Inven/equip windows keep weights closer to item names
- #994 Make {wielded} inscription change to {worn} as necessary for consistency
- #1105 Fix OS X directory creation bug
- #1010 Branding now IDs the item after branding
- #1011 Fix fail behaviour of gain-one-lose-one stat potions
- #1013 Multiple brand/slays should only print one message and only print brand messages once
- #1016 Make jewelry auto-ID properly
- #1034 Town no longer interrupts level feelings
- #1040 Object origin now shown correctly on chest-generated items
- #1042 Fix room lighting crash bug
- #1043 Rods on the floor now charge as fast as rods in inventory
- #1053 Show ring and chest mimics in monster knowledge
- #1055 Fix pval display on fixed-pval jewelry
- #1064 Stop invalid open/disarm/etc commands repeating
- #1067 Monster list updates on monster move
- #1068 Stop stat rings IDing prematurely (interim solution)
- #1070 Auto-repeat the search command
- #1081 Correct origin text for items found in chests
- #1082 Don't print messages for squelched items dropped underfoot
- #1084 Fix gold generation bug
- #1089 Fix magic missile's visual effect
- #1099 Fixed the description of the Berserker spell
- #1103 Unarmed attacks now allow the player to learn "notice on attack" things
- #1107 Fixed typo bug display green in 16-color GCU model
- Much more...

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