"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.

Tuesday, 23 October 2007

Unangband 0.6.2-wip7 has been released


I was hoping to make this a beta release, but there's been enough significant platform changes that will need ironing out before I can confidently call this beta.

Having said that, this version is almost feature complete. I just need to decide how to address some game balance issuses raised by Mikolaj Konarski and Matthias Rudolf. Continued thanks as well to Mikolaj for constant feedback, bug reporting and patches to the code base.

Source code is available at http://prdownload.berlios.de/unangband/unangband-0.6.2-wip7-src.zip

[Edit] A precompiled Windows executable is available at
Many thanks to Nick McConnell, maintainer of FAAngband, for compiling this for me.

A precompiled OS/X executable is available at http://prdownload.berlios.de/unangband/unangband-0.6.2-wip7-osx.dmg

Please report any bugs to http://developer.berlios.de/bugs/?group_id=331

### Game Play ###

- Implemented the remaining spells in the player spell lists. Add and update a few spells borrowed from Sangband.

- Druidic monsters now regenerate mana from water and health from living terrain.

- You get additional blows with your weapon while charging: one if you'd
normally get three blows, two if you'd normally get five, and so on.
Only the first blow gets the charging bonus, but all are effective
against huge monsters.

- Huge monsters can now be easily attacked if you are standing on
rubble, trees, vents and other terrain that requires two turns to
climb onto.

- Allow player to select sneaking using the hash key. This currently only prevents your allies from attacking 'unaware' monsters.

- Prevent allies eating too much while they fight.

- Fix allies spying.

- Fix monsters not fighting whilst hidden.

- A large number of other fixes to the allied monster AI.

- Archers now share ammunition between themselves to ensure that the majority of the group has ammunition.

- At the Battle of Five Armies, you should now be accompanied by allied troops. This should make battlefield locations more interesting to fight in; a further revision will occur next version.

- Invisible monsters now 'dance' around the player in melee to avoid being too easily guessable as to where they are.

- Fix long outstanding bugs where you would incorrectly guess flags on items you have.

- Fix long outstanding bugs where monsters would talk about incorrect player resistances.

- Revert to old inaccessible Hobbiton layout. In general, you won't run into any high level uniques in towns, like you used to, until certain key conditions have been met. Similarly, there are very few dungeon uniques you are required to fight. Certain events have much more wide-ranging consequences - hopefully the dungeon descriptions will provide enough of
a warning.

- Allow food / wands / staffs / rods and some rings to appear in piles.

- Decrease the relative frequency of drops of items that appear in piles.

- Allow crowns to appear in the dungeon with a much higher bonuses.

- Armour appears in the dungeon with better bonuses.

- Decrease overall frequency of wands.

- Added 'sub-ecologies' which are collections of rooms which share a common part of the monster ecology.

- Made slowdown at negative speeds smaller. As before, -10 to speed makes normal monsters twice as fast as you are, but no longer -7 does (Mikolaj Konarski).

- Only restock and shuffle shops of the home town, to prevent shopping scumming
(Mikolaj Konarski).

- Beefed up HAFTED a little bit for priests --- with free constant Bless it was too weak
an advantage (Mikolaj Konarski).

- Make Smeagol a more interesting opponent.

- There's no point having monsters that cast invisible never be seen - they may as well just
have INVISIBLE flag. Likewise for blessed etc.

- Significant bug-fixes and improvements to the dungeon generation code to the point where
its pretty much feature complete. "I've just played current V (Farm dungeon) and the dungeon
generation is so much better after your recent work. Rooms, tunnels and even monsters are much
more interesting and not just random, but with a nontrivial pattern that you start to grasp
after several levels."

### User Interface ###

- Limit the player from specifying an amount greater than the number of items that they think
they can purchase in a store (using the listed price).

- Added 'easy_more' option to minimise the number of -more- prompts you have to go through.
Please note this is initial work only and may need some testing / cause some messages to be lost.

- Reverse mouse buttons. Left-button now aims, right button now clicks.

- You can now press 's' while looking/targetting a monster to cycle between monsters of that
race only. You can press 'a' to assault a location with any allied troops.

### Bug Fixes ###

- Fixed bug with weird identification issues with Tom Bombadil's house etc.

- Fix bug with monsters not appearing in towers.

- Fix bug #12237 by requiring a guardian to be killed in order to visit the Paths of the Dead or Lothlorien.

- Fix bug where you could wound monsters with NO_CUTS flag.

- Fix bug where monsters could pick up money.

- Fix bug on OS/X platform with user directories not being created.

- Fix monsters not generating ammo using ADD_AMMO flag.

- Please see the online database for other bug fixes.


tormodh said...

I tried to compile 0.6.2 wip 7 with MingW under windows (vista). Got a couple of errors that stumped me (not hard to do with c/c++/make).

Did manage to compile wip 6a without a hitch, though, but couldn't run it to confirm; missing fonts (lib/xtra/font).

I have to run now, will try and hunt for fonts/stuff later tonight (couple of hours) and give some better error messages.


PS. First error I got (wip7) was "windres angband.rc -O coff -o angband.res
c:\mingw\bin\windres.exe: angband.ico: read 9640 returned 9639"

restored the "old icon", and it went great until:

gcc -o unangband birth.o cave.o cmd1.o cmd2.o cmd3.o cmd4.o cmd5.o cmd6.o info.o dungeon.o files.o generate.o init1.o init2.o load.o melee1.o melee2.o monster1.
o monster2.o object1.o object2.o randart.o save.o spells1.o spells2.o store.o tables.o util.o variable.o wizard1.o wizard2.o xtra1.o xtra2.o borgdumb.o z-form.o
z-rand.o z-term.o z-util.o z-virt.o angband.res readdib.o main-win.o -s -mno-cygwin -mwindows -e _mainCRTStartup -lwinmm
main-win.o:main-win.c:(.text+0x52b): undefined reference to `ralloc'
main-win.o:main-win.c:(.text+0x57c): undefined reference to `ralloc'
make: *** [unangband] Error 1

Oh, curses I'm late.


Andrew Doull said...

Re: the icon. It got corrupted by SVN (All the OS/X graphics pngs were corrupted as well, so I suspect something systemic). I've updated the source .zip file so that it contains a working icon.

The fonts error sounds suspiciously like the error you get if you try running the executable from the src directory. Try copying it up one level.

The ralloc error is the downside of updating the memory management model without being able to test on the major platform. I'll have a look at the Angband main-win.c code and try to figure out what's going on.

Andrew Doull said...

Turns out there were a few files missing from the source distribution. I'm in the process of updating a precompiled windows executable to include e.g. the missing font files. You should be able to download this in about 20 minutes. Then let me know if this works for you.

tormodh said...

I saw "ralloc" in wip6a - which compiled without error. Not sure if that has anything to do with the issue.

Also - there are no *.FON files in the package. The precompiled wip7-win package failed to run with the error (same as last):

Cannot find required file:

Extracting FONTs (and possibly much more - I copied wip6a lib/ folde in there, then extracted the zip again to make sure the datafiles were correct) it started up nicely.

FYI - the pre-compiled win package is missing quite a bit of the "lib" package, but have "Makefile, Makefile.am and Makefile.in" inside each folder in lib/

PS. The "ralloc" messages were under MingW / Windows Vista - haven't had the opportunity to try it out under XP.


tormodh said...

Oh, missed that while writing / working. Will download and check right now. :)

Does start. Should those files be present in the src package also? :)

Andrew Doull said...

Yes, the .FON files should. I've just moved to a new build chain, because I'm building on OS/X - which has caused/highlighted these problems.