This is a document file listing the changes in Zangband (compared to the
standard Angband 2.8.1.) No long explanations, just a list. See code for
details. In reversed chronological order (more or less):


ZAngband 2.2.0
-Added 279 new monsters and the corresponding 8x8 sized tiles designed and
 drawed by Topi Ylinen.
-Added 46 new items (weapons, armor, and ammo) designed by Leigh Silas
 Hanrihan.
-Added exploding, aquatic, swimming, and flying monsters.
-Added new monster melee attacks (time, explode, and disease).
-Added Ken Wigles KAngband style town, quests and terrains.
-Changed quest system to allow more flexibility and multi-level quests.
-Added big wilderness outside the towns with a modified fractal terrain
 generator from KAmband.
-New initialization code for quests, towns, buildings and wilderness.
-Removed the 64 kByte limits for monsters, items, artifacts, and vaults.
-Moved the definition of the limits for the number of monsters, items,
 vaults, ... to an external data-file.
-Added Keldon Jones patch to allow automatic recreation of the raw-files.
-Added "equippy chars" in the inventory, equipment list and in shops.
-Fixed the definitions of the new tiles for the Half-Ogres and Dark-Elfes.
-Added support for the S-Lang scripting language, based on Scott Bigham's
 S-Lang patch.
-Added Greg Wooledge's patch that adds the "flag grid" to Zangband
 char dumps and shows immunities in the "flag grid".
-The Windows version no longer requires "LibPath" to be set correctly.
 This allows installation in any directory without changes to the ini-file.
-Allowed random selection of race, class, realms, ... at character birth
 with the * key.
-Added the Easy-Patch by Tim Baker and changed it to be an option.
-Added 52 new mutations created by Jeff Duprey.
-Changed the pet AI to make the pets more useful.
-Added new sound-events.
-Only uniques will now resist disintegration effects.
-Warrior-Mages can now choose Sorcery.
-Many other changes and bugfixes.

ZAngband 2.1.1c
-Fixed the 16x16 tile for hobbit characters. A beer mug is fitting for
 a hobbit, but it was still a bug. ;-)
-Fixed another bug in the creation of quest levels.
-Allowed all characters created in pre 2.1.1 versions of ZAngband to
 choose the number of quests when loading the savegame. You may have to
 leave and reenter the current level, if it's a quest level.
-Only Uniques will now resist disintegration effects.
-The last questmonster now drops all carried items, the normal monster
 drop and one reward item when you finish the quest.
-Reward drops are no longer added to the monster knowledge.
-Fixed the problem with the transparent color of the 8x8 bitmap.

ZAngband 2.1.1b
-Quest message pluralization fixed (again).
-No more extremely out of depth quests for new characters.
-Disintegration spells like "Fist of force" can destroy walls.
-Reflection works now.
-Corrected the new tiles for spirit naga, angel, and blue jellies.

ZAngband 2.1.1
-Paralysis attacks on a paralyzed player always do at least one hp of damage.
 This should prevent "infinite paralysis" from floating eyes.
-Fixed some bugs in the autosaving code.
-Fixed a bug in the monster-AI code.
-Added circular rooms from Dag Arneson Ying-YAngband.
-Fixed a bug that allowed the creation of artifact-arrows, -bolts, and -shots
 with scrolls of artifact creation.
-Adam Bolt's tiles are now finished and every monster/object/spell effect has a tile.
-Another bug in the quest code fixed.
-Quest messages are now correctly pluralized.
-The roguelike commands to show game time (the ' key) and to activate the racial
 power/mutation (the O key) work now.
-Benny S. Hofmann's patch to the windows version allows switching between ASCII,
 old tiles and Adam Bolt's tiles.
-Toned down the TY-curse a bit.

ZAngband 2.1.1 beta 2
-Updated Adam Bolt's terrain tiles again.
-Implemented the item flavoring code from Angband 2.8.3.
-Fixed a bug in the macro-creation.
-Fixed a bug creation of the quest levels.


ZAngband 2.1.1 beta 1
-Updated Adam Bolt's terrain tiles.
-Mindcrafter powers are correctly displayed in the spell-list window
 and don't crash the game anymore.
-Fixed a bug in the random activations of the mutations, the
 effects appear less often now.
-The main-win.c file is now ready for compiling with Adam Bolt's
 new tiles. Just define "USE_AB_TILES" and compile it.
 The windows version also supports transparency and the
 "double-step bug" is fixed.
-Added a sound-event for the "Hitpoint Warning".
-Pets will no longer pick up/destroy items.
-Implemented Greg Harvey's patch that adds the macro code from 2.8.3.
-Added Heino Vander Sanden's QAngband quest code with big help from
 Dean Anderson.


Zangband 2.1.0e
-Fixed some bugs with the new bookstore and the store maintainance and
 owner shuffling works for the bookstore.
-Fixed the problem with compiling the main.c file on Unix/Linux systems.


Zangband 2.1.0d
-Silas Dunsmore's cumulative light radius patch added.
 Any object in your equipment that has the 'glow' flag will extend your
 lit-area radius by 1, up to a maximum of 5.  The normal light-source
 objects still work the same, but glowing artifacts and helms of light
 are actually useful.
-Added a bookstore to the town to free up space in the magic shop.
-Fixed problems with the Summon Demon (Chaos), Raise Death (Death),
 Phantasmal Servant (Trump), Mindwave, and Adrenaline (Mindcraft)
 spells on systems without mathematical coprocessor.
-Chaos Warriors are no longer hurt (or killed) by the "strain of
 casting (Mass) Genocide" when the chaos patron casts the Genocide
 spell ("Let me relieve thee of thine oppressors!").
-Fixed a bug with the sound-effects, the correct effects will be
 played now.
-Added new sound-events for buying and selling in stores.
-Added support for Adam Bolt's new tile-graphics, transparency-
 and lighting-effects, MOD-, and S3M-files to the DOS version.
 Adam Bolt's tiles for ZAngband are not yet finished, most of the
 ZAngband specific monsters are displayed with other tiles or with
 ASCII-characters.
 The special DOS options can be accessed by pressing ! while playing.


Zangband 2.1.0c
-Command (in powers menu) to dismiss all pets (costs no mana, takes a turn)
-Alberich has lost his "deadly touch"
-Hilarious new nonsensical rumours courtesy of altavista translation service
-A "pit" variant of the "symbol clone nest"
-James Lockwood's store-auto*id* and examine patch
-Patches from Silas Dunsmore, lots of little fixes
-Teleporting monsters have to pass a skill test to follow you
-"Blessed" weapons are likely to resist cursing by monsters
-Heavy cursing less likely; scrolls of *Remove curse* for sale in the temple
TODO (features/ideas/bugfixes that have not yet been implemented):
        * Game difficulty levels (point-based / simple to impossible?)
        * Quests
        * Your own inscriptions should not be junked if an item becomes cursed
        * Potential bug: exploding unmakers crash / hang the game?
        * Maybe weapons of slay xxx should glow if xxx is nearby? (option)
        * Bug? Eldritch horrors seen first via ESP don't blast your sanity?
        * Disintegration balls can explode out-of-bounds?
        * Add oriental melee weapons for monks (nunchaku, bo stick etc.)
        * Smashed potions should also affect the player (if withing range)
        * Perhaps add Silas Dunsmore's cumulative light radius patch

--
Zangband 2.1.0
-Version handling for save files, pre-210 save files loaded as 206 save files
 * Svga is the default; '-mibm' for no graphics, '-mibm -g' for font graphics
-The Dos version can run in 3 modes: SVGA graphics, font graphics, text only
-Lots of extra tests added to generate.c to avoid infinite loops
-Special feelings caused by other than artifacts should be less common now
-New options; Autosaving options; "Testing" options renamed ("Stacking")
-Confirm staircases turned into a runtime option
-New plain_descriptions option (to split up show_labels)
-New auto_destroy option to destroy known worthless items without prompting
-New option to confirm wielding/wearing known cursed items
-Confirm staircases is a runtime option now
-Options  menu reorganized. Zangband special options under a separate sub-menu
-Activate power command ('U'/'O') uses a menu now
-Total kill count option added in the 'knowledge' menu
-The display command can dump to file (command 'f')
-New texts added (into lib/file/) by jd9072@aol.com, for extra colour
-Gollum patch (by John May & 'Tim') implemented (slighty toned down version)
-Fixed a number of bugs in the object absorption code (also in store.c)
-2 new magic realms: Trump (teleport+summoning), Arcane (weak general purpose)
-The "Polymorph Self" is a bit less useless now
-Added chaos mutations
-Potion of New Life gets rid of all mutations (in addition to normal effect)
-Added (possible) activation effects for random artifacts
-Immunities are a _lot_ less common in random artifacts now
-Fixed (?) the bug which was causing the One Ring sometimes not being cursed
-Four new types of amulets to make amulets more interesting
-Feather Fall turned into Levitation (allows flying over trap doors)
-Object flags: NO_TELE (prevents teleporting), NO_MAGIC (no spells, high save)
-Added a very powerful new artifact, the Sword of the Dawn (as rare as Ringil)
-Two new races: Sprite (very weak & smart), Chaos Beastman (gain mutations)
-New class: High Mage (specializes in one realm, learns it really well)
-Warrior/Paladin/DeathKn gain xp for destroying deep books (all/non-Life/Life)
-Certain races gain no nutrition from food (they must use Satisfy Hunger)
-Chaos warriors gain resist chaos at lvl 30, resist fear at lvl 40
-Unencumbered monks gain free action at lvl 25
-Monks are more likely to attack with the highest level attack available now
-Added special breaths for Draconian Monks, Chaos Warriors and Warrior-Mages
-Monsters which use the same symbol sometimes appear in 'hordes'
-Everybody's favourite monster, 'the Unmaker', is far nastier now
-Some monsters are 'good' (as opposed to 'evil'), immune to holy fire
-Some monsters are sanity-blasting 'eldritch horrors'
-For fairnesses' sake, monsters can also have reflection & auras of fire/elec
-Certain monsters may resist teleportation
-Adjacent monsters which can teleport may follow you when you teleport
-Clones drop treasure nor objects
-The 'xxx curses' spells may actually make your equipment 'cursed'
-Added a new very powerful spell, Hand of Doom, for high level uniques
-Killing Amberites can be dangerous -- ever heard of the Amberite blood curse?
-The Serpent of Chaos is a bit tougher now
-Various minor fixes & cosmetic enhancements & new icons
-Lots of features by Paul Sexton:
        * Major revision of the spell system (nature+death+chaos upgraded)
        * Summoning spells for friendly monsters
        * Charming spells to make new friends
        * Wand of Lightning Bolts -> Tame Monster
        * Two new races: Vampire & Spectre
        * Mindcrafter class
        * Potion smashing effects
        * Cosmetic changes (character info screen)
-My own changes to the above:
        * You may accidentally attack friends if blind, confused etc.
        * No 'friendly uniques' can be summoned
        * You must pay upkeep (mana) for friendly monsters
        * Fixed the fatal "displacing crash" bug (caused by my own code)
        * 'Friends' are also possible as Chaos rewards, artifact activation

--
Zangband 2.0.6
-Dos version compiled with Robert Ruehlmann's SVGA graphics+windows code
-The option display_spell_flags works slightly better now (on windowed systems)
-Free Action _almost_ negates the paralyzing effect of 'ancient curse'
-Three new character classes: Warrior-Mage, Chaos Warrior and Monk
-Three new (protective) item flags: Reflection, Auras of Fire and Electricity
-Pattern Vaults implemented -- now any character can walk the Pattern
-The artifacts you create yourself will be *identified* when created
-Certain uniques may drop artifacts which 'belong' to them
-Patch (by Daniel Nash): Wizard mode command to create specific artifacts
-Patch (by Scott Bigham): Rods sort by recharging time left
-Fixed a missing break which was crippling the "Summon Kin" code
-Invulnerability no longer induces 'blindness' with graphics enabled
-Hopefully fixed the char dump so that it no longer requires fp math unit
-Certain ego items with digging actually receive + to digging
-Empty dark levels are a lot less common early on now
-Life magic Holy orb is resisted by non-evils (Hellfire works as before)
-Detect Treasure / Objects also detects Treasure / Object 'monsters'
-Only 'Assassins' (Rogues with Death magic) get a poisoned weapon when created
-Warriors get the extra shots later than rangers
-Lots of minor and cosmetic fixes
*Bugfix release: 2.0.6b:
-Compiled the dos binary so that it asks for no confirmation with stairs
-Birth.txt includes a description of monk attack types
-Chaos Warriors get 'nasty' rewards much less often now
-Fixed a missing break in self_knowledge
-Fixed the 'Tunneling bug'
-Quick-fixed the infamous 'two-eyed cyclopses bug' (for new characters)
-Fixed a minor display bug with equippy chars which did not update correctly
-The function calc_spells() should work a bit more logically now
-Caine and Hagen had their drops mixed; fixed.
-Dworkin may now carry the JoJ. Smeagol may still NOT carry the ... Ring
-Fixed the potion icon bug
-Also redrew / modified / added icons

--
Zangband 2.0.5
-Stuff from 2.8.2, including:
        * Auto-knowledge of standard ego item flags
        * The new generic "knowledge" command
        * Preserve artifacts when creation fails
        * 'Synchronized' compact objects+monsters when saving
        * The old z-term.c replaced with the new one
        * Monsters stay visible as long as they are being detected
        * (Other bug fixes already present, like the stacking bug fix)
-Fixed a bug which could cause teleport_player to hang the game
-Fixed the "This race has no bonus power." message bug (zombies, skeletons)
-Halflings can cook some food
-Klackon powers changed: they _become_ faster, activate to spit acid
-Dark Elves gain their power (magic missile) one level earlier now
-Most Chaos attack spells are a bit cheaper for mages
-Chaos loses Blink, new spell ('Wallbreaker') for chaotic wall destruction
-Death Ray (in Necronomicon) works a lot more often now
-Healing II replaced w/ 'Bless Weapon', of use to priests (artifacts resist)
-Blessings of the Grail is no longer 'heavily blessed' :)
-Explosive runes are no longer 'permanent rock'
-Self knowledge gives some info about your racial power now
-'Amber' skill rank (numeric value) is calculated differently now
-Inscribe '.' in a (non-cursed) teleporting item to prevent teleporting
-They will also not teleport you if have the disturb_other option set to FALSE
-Vampiric weapons can heal a maximum of 100 hp per round
-Random bow artifacts no longer get 'useless' (slay xxx) flags
-Immunities are somewhat less common in random artifacts
-The 'bias' code no longer produces arbitrary resistances for ego items
-Better random names for random artifacts
-Also, Julian Lighton's patch to fix crashes (w/ random artifacts) implemented
-Wand of Rockets identifies itself if used (like other wands)
-Scrolls of *identify* are a bit more common now
-*Identify* gives correct info about Fear Resistance in an item
-The temple buys blessed weapons
-A certain artifact which is not in a_info will be cursed when created
-Julian Lighton's ingenious new monster spell to summon 'relatives' added
-The boring Terminator monster replaced w/ Warriors of the Dawn (from Hawkmoon)
-Some of the highest level uniques can now summon Cyberdemons to help them
-Some of the Lovecraftian uniques have been boosted up a bit
-Some of the other uniques have been upgraded a bit as well
-Groo behaves in a more Grooish manner now
-Themis and Mnemosyne have the correct gender now
-Fixed a display bug (on a PC, w/ a shapechanger + no graphics)
-Again, more minor and cosmetic fixes

--
Zangband 2.0.4
-Correct version display
-No less than 16 new player races (all new, although a few ideas are borrowed)
-Recharging True replaced w/ Explosive Rune (explodes only if you stand on it)
-Mages can choose Life magic (they are worse than paladins in it)
-Death Knights (variant of the Paladin class) added
-Warriors and Paladins become immune to fear at high levels
-Rogues also get a (much weaker) backstab attack against fleeing foes
-New vaults (vaguely based on ancient Egyptian tombs / temples)
-Small levels have (initially) less monsters now (related to the level size)
-More precautions to avoid (the rare) hangups when a small level is generated
-Fixed a bug with spell selection (cmd5.c)
-Rings of Flames etc. also give temporary resistance when activated
-Rings of Flames etc. show their activation info now when *identified*
-Weapons of fire will also work as light now
-Slightly better, 'smart' generation of random artifacts
-New summoning effects for 'wild magic'
-Level based bonus to the racial power activation test
-Ball of Radiation & Invoke Logrus (monster attacks) are functional now
-Radiation effects changed slightly
-A certain artifact which is not in a_info no longer gets RES_DISEN
-Minor changes to the PC font (hopefully for the better...)
-Slightly saner price calculation for random items
-Slightly better prompts ("recite which prayer" vs "cast which prayer")
-Other cosmetic and minor fixes

--
Zangband 2.0.3
-Rings of Flames, Ice and Acid can now be activated (for an obvious effect)
-New vaults (some have their floor plans borrowed from Nethack)
-Cosmetic fixes (documentation)
-Game balance fixes
-Kharis no longer crashes the spoiler generation
-Evil jellies (like death molds and shoggoths) no longer show up in jelly pits
-Better 'speech' for uniques that are afraid (/lib/file/monfear.txt)
-Trump weapons can now also be activated for teleport
-Ego weapon damage dice loaded properly
-Amberites can now open doors, 'summon Amberites' no longer produces undead
-Monster special resistances fully implemented
-Grayswandir is a sabre now
-Rings of high resistance stack now (Lordly Protection doesn't)
-Fixed Rings of Extra Attacks
-Curing also cures hallucination
-Angels are fearless now
-Nature's Wrath (spell) damage upgraded
-Call Chaos sometimes produces highly destructive beams now

--
Zangband 2.0.2
-Internal version Angband 2.8.1, fake version (Z 2.0.2) displayed for commands
-Finally updated (almost all of) the documentation!
-Fixed more bugs in v_info
-The stacking patch applied (fixes gold deleting all objects below it)
-Redraw mana / hp after using racial powers & receiving rewards
-Certain stationary monsters are fearless now
-Priests can choose Life or Death magic (not both) + 1 from S / N / C
-Some paladin prayers are slightly easier now
-Sorcery spells are now available earlier (to make the realm more competitive)
-Miscast Chaos spells may produce random "wild magic" effects
-Miscast Death spells may hurt the player
-Nature Awareness downgraded slightly
-'Produce food' (Nature spell) renamed to 'Foraging' (no real reason, though)
-Other cosmetic fixes+enhancements (Ball of Cold has no longer "Duration" :)
-Different colours for the special player symbol (level dependent)
-Nightwalker CAN_SPEAK moved to Raphael (where it belongs)
-Rotting corpses and malicious leprechauns have physical attacks now
-No more freebie attacks on unseen monsters in walls (digging must be used)
-Using certain aimed rods no longer randomly crashes the game
-Small levels should no longer cause alloc_monster to hang the game
-Dragon Helm of Dor-Lomin no longer crashes the game
-Arcum Dagsson's code to support separate macro files for different realms
-Fixed a bug that prevented random resistances for some artifacts
-Fixed a bug which prevented the saving of random flags from certain items
-Better name-forming code for Random artifacts (created in Black Market)
-Better descriptions for unidentified objects (without show_labels)
-Equippy characters restored as an option by popular demand (I missed them too)
-Initial life rating display moved to a more logical place
-do_cmd_rerate will now be compiled even without wizard mode
-Rewards for killing wanted uniques are at least 250 gold (not 0 gold)
-Option to dump the 'final' screen (when you die)

--
Zangband 2.0.1
-Nature Sense Surroundings upgraded to Nature Awareness
-Removed 'marginal' item generation from temple, added 3 * scroll of WoR
-Compile time option to display different player symbols (/race, /class)
-Fixed take_hit message for Scroll of Logrus (not "of Chaos")
-Fixed the major bug with spell remembrance/forgetting in xtra1.c
-Fixed the damage display for Frost Bolt
-Fixed "You can learn 1 new spells." in cmd5.c
-Magic traps are a bit less lethal early on
-Silly hallucination monsters (as in Nethack)
-Potion of Confusion -> Booze
-Alchemy now takes into account the amount of items (max still 30k / spell)
-Changes to options
-Genocide True replaced with Vampiric Branding
-Fixed a bug in v_info
-Items stolen by the agents of black market may show up in the Black market
-Racial intrinsics are a bit easier to use now

--
Zangband 2.0.0
-New spell system (life, sorcery, nature, chaos, death magic)
-New monsters list (mostly from the older Zangband)
-User can_not_ set the colors of flavored objects (via pref files)
-Warriors get extra blows and shots, increased damage
-Rangers have a slightly better innate pseudo-id
-Last words, speaking uniques, rumors, warrants, error messages
-"Negative" level feelings
-New ego items and artifacts
-New object flags (VORPAL, CHAOTIC, VAMPIRIC, BRAND_POIS)
-Rogues start with a poisoned dagger and can backstab nasties
-xtra1.c, files.c: DUNADAN -> AMBERITE
-Other stuff...
