The latest version of Rangband is 1.03. rang103w.zip: Windows executable rang103d.zip: DOS executable rang103s.zip: Source Changes to Rangband 1.03: - Added some "circular" rooms. - The quartz/magma 'streamers' no longer converge in the dungeon center. - Spent a long time trying to track down an incredibly strange bug in the ghost code -- and finally discovered an extra habitual semicolon on a 'for' loop! %*($#&*$... - Changing levels before 100 turns has passed now results in an unreliable feeling instead of "looks like any other level". - Polymorph no longer fully heals monsters. - 'Time' spells now totally destroy monsters they kill. - Made the name of 'meteor swarm' more accurate. Just don't stand underneath the meteors. - Implemented player ghosts! 8) Ghosts are randomly generated for each dead player (in a way similar to the random artifacts); the bones files ought to be as system-independent as the savefiles are, although this is untested. Note that the bones files must be numbered continuously in order to work properly (i.e. 'bones00', 'bones01', 'bones02', ... ). - Wrote a function to generate Tolkien-like gibberish for the artifact names. - Implemented random artifacts. Please let me know if you get *really* (un)lucky. ;) - Fixed a bug that caused "Count:" to jump to 9999 if numbers above 1000 were entered. - Restored the old number selection system. - Made bad meat obvious {spoiled}. - Fixed a bug that prevented {murderous} from being overwritten by the pseudo-id. - Fixed a bug that would cause a crash if the player attempted to enchant-to-dam a bow. Changes to Rangband 1.02: - Did some tweaking with the AI. - Allowed non-visible monsters to cast spells. (heal & such) - Added some more color to the spells. - Made certain objects explode if damaged. - Allowed spells (such as mana storm) to damage the cave. - Gave mages a "sanctuary" spell to replace Globe of Invulnerability. - Made the Black Market prices more varied. - Allowed mages to cast all spells in their books. Changes to Rangband 1.01: - Fixed a problem with loading the objects carried by monsters. - Implemented Keldon Jones' monster AI. - Added single-monster nests. - "alert_failure" now covers object & monster compacting and level restarts. - Replaced now-obsolete "summon ants" and "summon angels" spells with "summon Orcs" and "summon minions of Morgoth". - Added a "summon similar monster" spell. - Corrected a small problem in the town. - Made a few monster descriptions more consistent with The Silmarillion. - Corrected "splattering" effect of monster drops. - Thieves can carry stolen gold. - Added "standard" monster inventories. - Hallucination is more confusing. - Corpses may be cut up for easier storage. ('h' command) - First attempt to balance weaponry. - Sometimes "corpses of player" were found. - Forgot to make Staffs of Healing heal all injuries. Changes to Rangband 1.0 from Angband 2.8.2: - Added corpse effects. Be warned, not all are good. - Thieves run away (+10 to speed) rather than blinking away. - Players have a limit on the weight they can carry. - Objects can weigh more. - The player is allowed to eat much more. - Corpses are now edible. - In the spirit of realism, the 'testing' options are no longer options. - Added skeletons and corpses. - Added 'DECAY' flag to objects; only applicable to corpses. - Corrected the silly monster breaths. - Modified shops to ask for number to buy/sell again. - Fast autoroller. For the future (in order of decreasing priority): - General bugfixing - Upgrading to 2.8.3 - I've decided the 'undead' idea would detract from the game, and won't be pursuing that any longer. Eric Bock ebock@micron.net