"Don't let the name fool you: The Unnamed Angband has no shortage of distinct flavour that sets it apart from any other variant. You adventure in Tolkien's world, through towns and wilderness and multiple dungeons, journeying from Bree towards greater and greater danger.

This variant roughly doubles the monster list, expands the class-based system of Angband with numerous possible specialties that let you fashion a unique character, offers a positively absurd variety of terrain (cages that trap you, floor chests that can store objects, burnable woods, chasms, bloodstains), and includes a bunch of major interface improvements, including better presentation of graphics and an experimental isometric view." - From angband.oook.cz.
Welcome to the old Unangband page, a variant of Angband which I developed for over ten years.

The official Unangband home page is now at at https://dgolddragon28.github.io/Unangband/ which contains links to the latest releases and source code.

I would also like to thank the new Unangband maintainer DGoldDragon28 for taking over this variant. DGoldDragon28 had been developing a variant based on Unangband, and now has my blessing to continue with the main Unangband releases as well.

Friday, 22 January 2010

Unangband 0.6.4-pre4 released

This is another pre-release of Unangband 0.6.4.

You can download the source code from http://prdownload.berlios.de/unangband/unangband-064-pre4-src.zip. You can download a precompiled Windows build from http://prdownload.berlios.de/unangband/unangband-064-pre4-win.zip, a pre-compiled Mac OS/X build from http://prdownload.berlios.de/unangband/Unangband-0.6.4-pre4-osx.dmg and a precompiled Linux build from http://prdownload.berlios.de/unangband/unangband-064-pre4-linux.tar.bz2 (Thanks to Mike, Th. G. and SaThaRiel - I've ended up using Mike's compile).

### Game Play ###

- Add three additional druid spells including a pre-requisite spell
for 3rd book druidic cold spells.

- Ent's Song and Ent's Seeds now ranged.

- As the Stone troll uniques are tougher than Ted Sandyman, Bill Ferny
and Lotho, swap the relative depths of the two sets of uniques.

- Improve running algorithm to ignore terrain the player starts near.
The only outstanding item is for the player to be able to follow the
walls of wide corridors more easily.

### User Interface ###

- Add option 'ally_messages' for people who want detailled combat
messages for allies.

- Hitting 'x' while targetting allows you to target your allies.

- Add ^L command (X in roguelike keyset) to center the screen on the
player (From Angband 3.1.2).

- Add 'h'andle command ('%' in roguelike keyset) which allows you to
choose an item, then specify which command you use with that item.
This will support the inscribing the item with %x where you automatic-
ally choose command 'x' if you handle the item, but that component has
not been implemented yet. There's also quite a bit that can be done on
the menu display side of things. This will at some point support
commands that an item can be the transitive component for e.g. you'll
be able to choose a torch to fuel the one you have equipped, as
opposed to at the moment you have to choose the equipped torch, then
the torch you wish to fuel it with.

- Significantly improve the quality of object and spell descriptions.

- Improve region descriptions.

- For some reason the single space indentation following a line
return in text_out_to_screen was being added to the previous line. I've
removed this for the moment.

- Prevent allies movement disturbing the player.

- You now notice the language skills imparted by equipment and race.

- You now notice when examining an object or shape, which objects
or shapes prevent various flags from taking effect.

- Shape change spells now provide a description of what the shape
change does to you.

### Bug fixes ###

- Fix various issues with allies not attacking enemies, particularly
if they were some distance from the player, or immobile.

- Fix for projections ending up targetting the caster if a monster was
in the way.

- Fix misplaced return in game statistics output.

- Fix crash when checking for fumble with zero or negative chance to
hit (Thanks to Pete Mack).

- Fix for loading familiar fix. Had accidentally put this outside the
loop (Thanks to SaThaRiel).

- Fix help file reference.

### Build / Platform ###

Sunday, 17 January 2010

Unangband 0.6.4-pre3 released

This is probably the final prerelease before the Unangband 0.6.4 release.

You can download the source code from http://prdownload.berlios.de/unangband/unangband-064-pre3-src.zip. You can download a precompiled Windows build from http://prdownload.berlios.de/unangband/unangband-064-pre3-win.zip or or a precompiled OS/X build from http://prdownload.berlios.de/unangband/Unangband-0.6.4-pre3-osx.dmg. If someone could compile a Linux build for me would be much appreciated.

Changes follow:

### Game Play ###

- Allow the familiar to spy for the player if the player is blind.

- Add further tweaks to familiars and allies spying for you.

- Allies capable of detecting scents now track and chase nearby monsters even out of line of sight.

- Add more familiar types.

- Familiars now always get an attack when the player reaches 10th level, plus an additional ability depending on the type of familiar.

- Increase length of time allies, neutral monsters hang around.

- Try to make familiars without blows at least somewhat useful by improving spying and making them fetch objects for you.

- As mana and hp regeneration have been separated, they should only affect food consumption half as much each.

- Reduce time required to control an uncontrolled object.

- Allow player to notice when their equipment doesn't activate uncontrollably.

- Make resist blindness flag consistently allow monster to see invisible.

- Prevent allies walking into traps.

- Prevent allies evading your attacks if you target them directly (This allows you to use a Wand of Heal Monster on your familiar reliably).

- Sleeping using the 'Rest until Dusk / Rest until Dawn' service now recovers stats somewhat.

- Reorganise bard spell books so they have 4 basic books instead of 3.

- Provide additional documentation during character creation for
magic, prayer and song book specialisation and school choices.

- 'M'ap command in town reveals 'hand-drawn' map of Middle Earth.

- If a multiplying monster is poisoned, their spawn will be likewise
poisoned. This makes Stinking Cloud and Dust of Sneezing & Choking
much more effective against breeders.

- Make water created by Find Water more fountain like.

### User Interface ###

- Include depth of deepest unique in order to provide rankings for competition (Requested by pav).

- Add additional categories for new tip files in tip knowledge menu. Oops. Didn't realise these were visible - they might have to be somewhat

- Ensure visible traps have visible trap regions.

- Skip allied monsters when looking to steal.

- Improve formatting of spoiler table for very long object names somewhat.

- Add tips for wizards, master and druid players.

- Add tips file for Find Familiar spell.

- Add game statistics option to knowledge menu and included in
character dump. At the moment, just statistics about monsters killed
are included.

### Bug fixes ###

- Fixed Call Lightning.

- Fix bug where monsters would take damage if a feature was created under them (reported by thorgot).

- Fix/workaround for duplicate tips appearing.

- Fix problem with familiar improvements being delayed by one or more levels.

- Fix assembly and body part descriptions.

- Fix shadow fairy mana regeneration.

- Fix bug preventing uncontrolled objects becoming controllable.

- Fix bug where equipment making the player hungry could incorrectly mark them as a dwarf.

- Fixed wasn't scaling distance by scale factor when checking whether allies could see invisible monsters.

- Fix conditional test to check whether 'Rest' services could be used at day/night.

- Fix bug in poly room generation code (Thanks to SaThaRiel).

- Fix crash bug when displaying object descriptions which included a range.

- Fix scattering bug that prevented scattering more than 1 square distance.

- Fix region projection bugs that prevented automatic regions having any effect.

- Clear targets for monsters you successfully ally through offering.

- Fix for Sting not working (Reported by thorgot).

- Fix to output of monster spoilers.

- Fix detection spells so that they update the display immediately.

### Build / Platform ###

- You can now add tip files for spells, if a player studies the individual spell. These are of the form spellnn.txt.

- Wasn't treating evasive as as powerful as it really should have been for monster power calculations.

Thursday, 14 January 2010

Wooden you?

In careless disregard of the physical axioms of the universe, I included a Wooden golem in the pre2 release that failed to be, and I quote 'lumbering'.

Since it is required by one of the fundamental forces that all Wooden golems are lumbering, the pre2 release had some subtle but important bugs - one of which manifested itself straight away as being unable to cast the only spell that both competition characters had in common.

So instead of doing another release within 24 hours, I've just silently updated the source and Windows binaries - the OS/X pre2 binary is also now available with these fixes included.Please download again if you've already downloaded the pre2 release. My apologies.

You'll be happy to notice that I've included a section in the character dump which now lists the deepest unique killed.

Unangband Competition 81 & 82: Master vs Apprentice

It's time for another Angband competition featuring Unangband. The Angband competition is part of the celebration of Angband and variants that is run every month by the maintainer of FAAngband, Nick. I've decided to mix things up a little by running two simultaneous competitions, with an overall winner chosen from all the entries.

Unlike most roguelike competitions, the Angband competition works on an honesty system - you play a shared save file and see how well you can do. To enter, download the save file from either this page, or this page and start playing. You can also follow the competition thread at angband.oook.cz but be aware most of the competition discussion occurs on the competition ladder entries - so be sure to upload your character on an ongoing basis, and rename the character before you upload if you want your earlier entries to be listed separately.

The competition is "Master vs Apprentice". Winner in least number of active turns (Act Turn on the character sheet) . If no winner, deepest unique killed, but Mirest receives a bonus of +5 levels depth when calculating this.

Mirest will need wands of spark to survive early on, Aspir scrolls of phase door. It is possible to do a conventional mage build with these once you survive the early game and start finding the dungeon books. But by then you may have grown to appreciate the strengths of each speciality by that time.

Wednesday, 13 January 2010

Unangband 0.6.4-pre2 released

This is the second preview release of Unangband 0.6.4

You can download the source code from http://prdownload.berlios.de/unangband/unangband-064-pre2-src.zip. You can download a precompiled Windows build from http://prdownload.berlios.de/unangband/unangband-064-pre2-win.zip or a precompiled Linux build from http://prdownload.berlios.de/unangband/unangband-064-pre2-linux.tar.bz2 (Thanks to Mike). I'll be updating the OS/X build in a couple of days - the code on it has diverged from the Windows box I've been playing on and I need to figure out how to reconcile the two.

[Edit: The OS/X build is now available at http://prdownload.berlios.de/unangband/Unangband-0.6.4-pre2-osx.dmg]

### Game Play ###

- Allow cancellation of restricted teleports for free if you don't meet the criteria.

- Dust of Sneezing now Dust of Sneezing & Choking; with a poison effect as well.

- Discount Sting and Darkness so they only cost 1 mana.

- Make druid starting spells more interesting.

- Add a second wooden monster and made warp wood effective against them both.

- Prevent player allies killing themselves in regions.

- Prevent the player throwing or firing away cursed equipment.

- Add birth_gollum option which starts you deep in the dungeon, but with the snivelling, wretched ability to make any offer sound good to a hostile monster who would listen to you.

- Make cheat_lore and cheat_auto birth options.

### User Interface ###

- Add view_fogged_grids option. Switching this off, but leaving view_unsafe_grids on now duplicates the Angband detect trap behaviour. Adjust the invisible grid graphic as required if you want to match the appearance exactly.

- Display information about which stats determine spells learned, failure percentages and mana in birth screen.

- For safety, you now have to use @ to target yourself.

### Bug Fixes ###

- Fix detect mind not using a turn or mana.

- Fix to allow cancellation of some effects which were able to be held as songs.

- Fix for get_quantity not returning a value.

- Fix problem with targeting multi-blow spells when they weren't targetting a monster.

- Fix monster body descriptions.

- Fix problems with limited range beam spells skipping first grid.

- Fix starting homes for 2 races.

- Fix array access error when selecting a vault (Thanks to Tynan Fitzpatrick for finding this).

Monday, 11 January 2010

Unangband 0.6.4-pre released

This is a preview release of Unangband 0.6.4

You can download the source code from http://prdownload.berlios.de/unangband/unangband-064-pre-src.zip. You can download a precompiled Windows build from http://prdownload.berlios.de/unangband/unangband-064-pre-win.zip or a precompiled OS/X build from http://prdownload.berlios.de/unangband/Unangband-0.6.4-pre-osx.dmg.

### Game Play ###

- Made sneaking cap the maximum wake up speed of monsters at close ranges
in return for losing charging and dodging through normal movement. Sneaking
should be used for 2 specific situations: a) if you don't want your allies
to wake up sleeping monsters and b) to avoid waking monsters you are aware
of which are at range 4 or less.

- You can now 's'teal from monsters. This is automatically successful if
they are asleep and uses your stealth skill if they are awake. If you
are detected the monster will be aggravated and alert it's allies. The
's' command still searches if monsters are not adjacent to you - you can
also cancel out of the steal attempt to be offered the chance to search

- You get warned several turns before a monster wakes up that it is about
to be disturbed. Sneaking will buy you more time this way.

- Town monsters can now fall asleep again or notice the player.

- Magic/priest/spell book specialists are now much more restricted in which
books they can choose from.

- Add birth_no_identify, birth_no_selling and birth_evil options.

- Add good monsters. These are automatically allied to the player when
placed in the dungeon unless the player has the birth_evil flag. Exactly two
monsters are good at the moment (The ones people complain about having to kill).

- Add 'O'ffer an item command. This allows you to give items to your allies,
sell items to townsfolk and trade items with monsters in the dungeon. There
is plenty of testing and balancing still to do here. You should be able to
bribe monsters in the dungeon to have them progressively become less likely
to kill you and more friendly by trading at a loss. However, such monsters
will usually turn on you or leave you if you don't continue to pay them (You
will be warned in advance of this happening). Be especially wary of dealing
with evil monsters although they tend to offer much better deals up front.
There are several functions left to do here: a monster still needs to be able
to 'prematurely drop' in order that it has a more interesting set of items
to trade with you, and they need to be able to reveal the part of the dungeon
where they live, so you can go there for any moneys they haven't paid you

- Allow all stores now buy books, statues.

- Library no longer stocks services based on the books it owns.

- Use a fake Blessed Weapon tval to indicate that the store can buy any
weapon if it is blessed. Might change this to a flag at a later date.

- Beginners are no longer beginners after reaching level 10.

- Improve access to help files during character creation.

- Add some additional help and tips.

- Make monsters less aggressive if they are woken up.

- Adjust magic book rarity.

- Allow raising of dead familiars.

- Tattoos no longer trigger icky hands (Suggested by Derakon).

- Remove prerequisites from detect power (Suggested by thorgot) and add them
to detect magic instead.

- Finish rogue class changes.

- Split mage spell books up to reduce the total number of spells in each book
for balance purposes. Schools now have 5 books per school (except semi-schools
TBD) and each specialist book has been split into a low and high version of
that book.

- Reduce radius of Wizard Light spell (Suggested by Derakon).

- The East Road and Brandywine Ferry are now directly connected after the
Dunlending Agent is killed (Suggested by Derakon).

- Allow player to throw objects accurately at short range.

- Make walls of fire much less common in rooms.

- Make earlier levels more Angband-like.

- Rename nest to burrows.

- Add ambrosia.

- Give starting sorcerors a more viable spell selection.

- Add three new room types: cellular cave, burrows and polygonal rooms.

- Add some Dead Marsh themed monsters.

- Add Osgiliath and the battle of the Black-Gate.

- Split Barrow-downs into two dungeons, the lesser of which guarded by a

- Make skeletal monsters more consistent in what they resist.

- Slight tweak to petrification from fear.

### User Interface ###

- Only restrict races available to birth_intermediate option, not classes.

- Improve access to help files during character creation.

- Add some additional help and tips.

- Add display of primary and secondary stats while picking class during
character generation.

- Allow many player commands to interact with ally inventories and/or the
inventories of the targetted monster. Needs testing.

- Tweak valves to look less like doors.

- Examining a book now details the services it allows a shopkeeper to provide.

- Hide various pain/destruction messages if the character is not yet in the

- Some work on sound configs. I've not tested this so it may break sound

### Bug fixes ###

- Fix bug where warrior style specialists could cast any spell.

- Fix for bug #14485 You can travel forever without ever starving to death.

- Try to fix all instances of monster race being displayed without correctly
choosing male, female or pluralisation.

- Fix for Arralen's WTF.

- Fix for bug 15564 projectile blocking is weird.

- Fix some stacking bugs and improve diagnostic code (enable this using

- Fix bug with teleport player to monster spells (Reported by Derakon).

- Fix for bug 15833 You can't enter a store with monlist on.

- Fix opening lever logic.

- Fix bug #16024 'guided shot' spell has faulty logic (Thanks to ncc17).

- Fix depths of room contents.

- Fix remaining issues with dungeon connectivity, too few rooms and dungeons
failing to generate. This is one known buffer overrun (see post in the
Angband dungeon discussion thread for a full list of known generation bugs).

- Fix spelling of waterfall in room descriptions.

- Fix wilderness dungeons being generated too frequently.

- Fix deadfall traps.

- Fix avoiding traps and make it clearer why you avoid particular traps.

- Fix the quake bug which caused monsters with quake to make themselves

- Fix bug where runes reported you could still cast spells from them (Thanks
to Tony Bowes).

- Fix divide by zero bug when shooting or throwing without any skill (Thanks
to ebizzell for test case).

### Build / Platform ###

- Adopt PostMessage replacement in main-win.c from Vanilla (Thanks to zaimoni
for suggestion).

- It is now possible in most places in the edit files to specify tval by name
instead of number. Currently only the store.txt file does so, and it does this
to specify items that can be bought in the stores. This is no longer hard coded.

- Use a fake Blessed Weapon tval to indicate that the store can buy any
weapon if it is blessed. Might change this to a flag at a later date.

- Move to safer use of project_one instead of project_o etc.

- Updated main-gcu from Vanilla (Thanks to d_m for the suggestion).

- It is now possible to restrict vaults to particular level themes. Use this
primarily for vaults which are 'corridor-like' to avoid affecting the likelihood
of larger vaults appearing.