"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.

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.


Mike said...

Is this a bug or intended behaviour?
On Linux, my on-screen characters are now mostly in bold. This makes my font look ugly. Even the help files are shown in bold.

Andrew Doull said...

Mike: I'm not sure to be honest - I've not ever compiled the Linux version (this will be changing - see an upcoming blog post).

I'll ping a query to the guy who suggested I update to the latest main-gcu.c and see whether it is intended.

Erik the Dead said...

Hi Mike,

I'm d_m, the guy who has most recently worked on the GCU code for Vanilla. I'm not sure I understand the issue exactly so let me ask some questions:

1. What terminal are you running in (xterm, gnome-terminal, rxvt, etc)?

2. Do you see colors like orange, multiple shades of brown, etc? If so, you're using 256 colors (the new feature), otherwise you're probably still just using 16 (the old ANSI colors).

3. Can you post or link to a screenshot comparing the new version to the old version?

4. What is the value of $TERM currently?

5. What is the effect of trying other TERM settings? (e.g. TERM=foo angband -mgcu) I would be interested in: vt100, ansi, vt220, xterm, rxvt.

Many terminal emulators make bold colors different than non-bold, so Angband will use bold+red to do "light red" whereas red is "dark red". In 256 color mode this is unnecessary--it seems like maybe it's bolding all colors although I honestly hadn't noticed. Even the old version bolds a lot of the text though, I think.

Erik the Dead said...


I wrote that comment at work without really stopping to read Angband's source code.

Fixing this in the source is super easy--on line 652 remove the " | A_BRIGHT" (leaving the semicolon).

I'm honestly not sure what the best approach to fixing this in V is, since it looks a lot better on my terminal when bolded. I could imagine making it a flag to be processed by -mgcu or taking a vote or something.

Mike said...

1. I'm in Konsole
2. Konsole has 16 colors. My font is "Terminus".
3. 0.6.4pre: http://thumbsnap.com/vf/7VlyfUg0.png
0.6.3a: http://thumbsnap.com/vf/yZZlNU2l.png
4. $TERM is set to 'xterm'.
5. TERM=vt100: Everything is black and white. The last screen is not erased.
TERM=ansi: Corrupted screen. In color.
TERM=vt220: Same as vt100.
TERM=xterm: This is the default.
TERM=rxvt: Same as xterm.

Unfortunately the source change seems not to have worked, probably because I have a 16-color terminal, not a 256-color terminal. (I deleted part of line 654 like you asked.)