Zaiband: an Angband variant
Zaiband is an Angband variant. In particular, it is a roguelike -- a game whose interface is (mostly) console-oriented,
and for which graphics are strictly optional.
The source code license, while not "free enough" for hosting on conventional open-source websites, does mandate that the game have no monetary cost.
Comments, etc., about Zaiband should be directed at one of rec.games.roguelike.angband, or the quasiofficial forums.
- The latest Windows binary (3.0.8 alpha, ~1,417K), compiled with MingW32, as a ZIP archive. Tested on Windows 2000, but should work on Windows 95 or higher. This does require write access to the directory it is installed in, to work.
- The source code for the latest Windows binary (3.0.8 alpha, ~1,098K), as a ZIP archive.
The binary distribution includes sound, the 16x16 tileset, and the 32x32 tileset.
The source archive should be decompressed into the same directory as the binary archive.
Yes, I would like binary builds for other platforms. Some technical notes when porting:
- Known-good makefiles: Makefile.cyg, Makefile.win, Makefile.con. Others are imported straight from V SVN without testing, and will need tweaking to handle C++.
- Known-good main__.c files: main-win.c, main-gcu.c . Others are imported straight from V SVN without testing.
- Zaiband does use C++ features (in particular, function overloading and member functions of structs); it will not compile as C.
- See changes.txt for which changes have not been merged in from V SVN.
- Generally, the visible changes I'm interested in merging are either "smarter monsters", or unifed mechanics. The handling of noise also could use revamping.
Release dates:
- Zaiband 3.0.8 Alpha: March 30, 2008. High points from the changes.txt file:
- Line of sight/fire should be fully working now. I adapted Tyrecius' Permissive Field of View to V projection (relies on rational tangents as proxy for angles)
- Inspired by V SVN: launchers are also checked for multipliers. Unlike V, launcher multipliers are cumulative with those from ammunition. Bard gets KILL_DRAGON for mythos reasons.
- Inspired by Un, SSCrawl: player birth catches basic equipment holes. If you don't start with gloves, it's because they hurt your spellcasting.
- The sidebar needed some documentation; it's in the dungeon section of the help files. It has been moderately rearranged.
- Monster recall has been changed: certain attacks that are *very* dangerous are now obvious, to prevent no-warning deaths for new players.
- Monster AI has been adjusted.
- The player is no longer the only noise source capable of waking up monsters.
- Energy has been changed around somewhat. Most importantly, diagonal moves now take 1.5 times as long as non-diagonal moves.
- Psuedo-id has been adjusted; average psuedo-id is actually immediate identify now. Also, merely looking at an item in a store
makes you fully aware of it.
- Zaiband 3.0.7: November 5, 2007. (Source, ~1,071K; Win32, .) High points from the changes.txt file:
- Trap generation is somewhat more intelligent.
- Autoinscriptions that block actions only work once, no matter how many of them there are. !* is still cumulative with action-specific blocks.
- Projection paths (arrows, bolt spells, etc.) have been adjusted. Knight-move ambush still works, but the hockey puck corridor won't. The easier
trick shots are automatically handled. There probably are a few bugs where invisible squares can be hit by careful choice of position targeting, but
I haven't checked for them carefully.
- The reasonable bolt and summons checks in monster AI have been disconnected from the smart_monsters option.
- Discounts have been eliminated.
- Zaiband 3.0.6: March 4, 2007. (Source, ~1,112K) High points from the changes.txt file:
- Hit dice sorted in decreasing order.
- The reduction of probability of hitting with a ranged attack is more geometric.
- Awake, immobile, stupid monsters (jellies and molds, mostly) will destroy/ruin items under them.
- Monsters that attack to eat food, will eat food off the floor.
Something I may use for balancing Zaiband eventually: Yet Another Dungeon Simulator (YADS).
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