DaJAngband website:
http://www.geocities.com/will_asher/MonsterDictionary/DaJAngbandmain.htm
Download here:
http://angband.oook.cz/dajangband/DaJAngbandsrc1092.zip
This zip file includes both the source code and the windows executable
which use the same lib directory. If there is a problem with packaging
it this way, let me know. Otherwise I'll do it this way 'cause it's
more convienent for me.
From the DaJAngbandreadme.txt file:
between DaJAngband v1.0.91 and v1.0.92:
- fixed timed effects and wizard lock mage spell
- Call help nature spell now implemented**.
- Alchemy spell realm added with archer and alchemist classes***.
- going up or down stairs only takes 1/10 of a turn. (kindof an
experiment.)
- and a few monster tweaks, typo fixes, and little stuff like that.
** I took the idea for the 'call help' spell from OAngband, but I
never actually used this spell in OAngband or checked the code to see
how it worked, so it probably won't work the same way as the O 'call
help' spell. In DaJAngband, the call help spell calls a special
monster (which never appears unless summoned by the spell) which has a
melee effect which is helpful instead of harmful. The summoned monster
doesn't attack other monsters (that would be way beyond my coding
ability), but the black magic realm (which will be added next) has a
similar spell. I plan to have the monsters summoned by that have a
breath weapon which hurts other monsters but not you ..or maybe just
hurts you a lot less than it hurts other monsters.
*** The Alchemist class: The alchemist is more familiar with the
elements of acid and poison because of dealing with chemicals and
potions. Their first spell is stinking cloud which tends to make the
first couple dungeon levels a bit easier, but they only get two attack
spells (stinking cloud and acid arrow) before dungeon spellbooks and
they are pretty bad fighters. (acid arrow is only slightly tougher
than magic missile, and not nearly as mana effeciant). Eventually they
will learn how to acid coat their ammo and poison brand their weapon.
(acid coating is not as strong as acid brand- it has x2 instead of
x3).
In the Core of Alchemy dungeon spellbook, there is the recipe for the
Elixer of Life. Made perfectly, it is even more powerful than a potion
of life, but you have a very small chance of making it perfectly and
can have a veriety of inbetween effects, which are mostly (but not
all) good but rarely come close to perfection.
*** The Archer class: Gets extra shots with bows like rangers do in V
(DJA rangers don't get extra shots BTW). Is about as good or slightly
worse at magic as the V rogue. Their enchant weapon spells are limited
to enchanting only bows or arrows, but they will eventually learn to
not only acid coat their arrows, but also apply poison brand or
elemental brand to their ammo.
The thief will be the other main class to use the alchemy magic realm,
but he isn't implemented yet. But that's why there's a thieves'
edition of the Quick Getaways book in the alchemy realm.
between DaJAngband v1.0.90 and v1.0.91:
- couple major bugfixes
- rare potion of auto-brail - let's you be able to read scrolls and
cast spells while blind for a certain amount of time.
- One monster, the hungry ghost, now has an attack that actually makes
you hungry instead of just eating the food you're carrying, although
it still has another attack which eats food also. (The hungry ghost
does not replace the green glutton ghost, the hungry ghost is deeper
and nastier.)
- There is a novelty race and class called the umber hulk way at the
bottom of the list (If you be the umber hulk race then you must choose
the hulk class). It confuses monsters whenever it hits and it has a
constant 0% fail on digging (even with bare hands, though it stops
working if you lose too much strength). I added it just for kicks.
between DaJAngband v1.0.04 and v1.0.90:
..txt file changes:
- class & races have been almost completely redone, weapons have been
partially redone. Weapon weight is now a large factor of cost. (A long
dagger (same as main gauche in V) costs more than a short sword
because it is much easier to get more attacks with it). Also, a lot of
weapons now have a description line.
- added suggested artifacts like The Axe of Gimli and the Dagger of
Westeresse of Merry. (Axe of Gimli is just 'Lotharang' renamed and
tweaked).
code changes:
There is now 4 spell realms, added Nature and Chance realms. Chance
realm has a lot of spells that might have a bad effect instead of the
intended effect or sometimes a better-than-intended effect, but it's
always more than 50% chance of a good effect (and higher clvl
increases chances of good effect).
added: a monster attack type, a few monster attack effects, a few
timed effects, slime and silver poison effects, a few monster range
weapons including breathe fear. (poltergeists now throw stuff at you
like they should).
probing now has a 1/3 chance to give you knowledge of monster spells
(it never does in V).
weapons and armor with a total tohit/dam/ac bonus of less than 3 will
pseudo as average (and be automaticaly identified like other average
things). This change is mainly because of a couple weapons that have
an innate to-hit bonus.
...other minor tweaks
some more specific notes:
- much less monsters are considered evil, for example: kobolds are not
evil, mindless undead monsters are not evil (just being controlled by
evil), not all thieves are evil, etc.
- Silver & Slime: Infections which have no effect in small amounts,
but can have nasty effects if you let them accumulate to high levels.
Cure wounds potions have no effect on them. The two most common
things to fight these effects are the elven weybread (which will be
made rarer because of this), and the potion of purity. The mushroom of
cure serious wounds also has a small anti-silver and slime effect.
Danger levels for silver: at 5-14 has rare minor effects, at 15-24 can
have very serious effects, and at 25 silver poison will be fatal if
not cured within a couple turns of getting to this level. Danger
levels for slime: at 15 begins to have occational minor effects, at 35
or 40 (I forget which) slime starts to have serious effects, and at 50
slime will be fatal if not cured very quickly. There are more monsters
which cause sliming than there are that cause silver poison. (Silver
poison is based on something in a novel I wrote where there is the
Silver land where the grepse are, beings who remove a person's
identity until they care about nothing and are interested in nothing
but the moment's entertainment. The vyrms and wemu vyrm are from this
place, and I will add the grepse for 1.1.0).
- The Nature and Necromancy spell realms are largely borrowed from
OAngband, but IMPORTANT: most of the borrowed spells don't have the
exact same effect as they do in OAngband. check spell descriptions in
the spellbook in game or in spell.txt. For one thing, there is no
"sphere" effect like Oangband has. (necromancy realm is not
implemented yet, but planned for 1.1.0).
Purpose of DaJAngband:
To add flavor and character to vanilla Angband. This is done mostly
through redoing the monster list and adding a few new classes and
races. Other changes are mainly to complement the changes in the
monster list. Also implements my idea that permanent see invisible
should be much rarer and that less monsters should be invisible.
(notably the qulythulgs and the imp-related minor demons are no longer
invisible.) See the DaJAngband Readme.txt for more detailed lists of
changes from vanilla.


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