Unangband iconUnangband 0.6.4

Unangband is a variant of Angband that has a distinct flavor.
The Unangband project is a variant of Angband that has a distinct flavor. 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 an absurd variety of terrain, and includes a bunch of major interface improvements, including better presentation of graphics and an experimental isometric view.

Angband has a long history of development: I recommend you check out the excellent resources at angband.oook.cz and the wikipedia entry on Angband if you are interested in the history and current state of the play for this game.

Gameplay:

If the player is blocking, he gets a +20 to hit in melee and +15 to hit with bows/throwing. This allows bad melee practitioners to increase their odds of hitting by blocking.

If the weapon you are attacking with or the ammo you are firing / item you are throwing is not an ego item, artifact, coated weapon or magic item, it will inherit brands/slays from your equipment as follows:

· In melee, your gloves/gauntlets are checked first.
· If you have no gauntlets, instead, your right hand ring.
· Except for blows with your secondary weapon, which use your left-hand ring.
· For throws and ammunition, only your left hand ring is checked.

Rings of ice/acid/fire/electricity now have the appropriate brand. This makes them highly useful for archers/throwing specialists as well as mage-type spell casters which do not use gloves/gauntlets.

Modified low-level bard spells, replacing Holy Water with a more bard specific spell.

Added spells that modify a single round of blows, shooting or throwing.

Scale down upper end of monster drop sizes.

Minimise number of townsfolk who drop gold.

various changes and additions to the wilderness map, guardians, depths; in particular, added the Great Grey Wolf and a slight upgrade to Boldog, the Orc Captain, to have missile attack.

substituted guardians (e.g. Black Riders) now guard only the first zone and are described as such

recycled some guardians so that changes to the world, as the game progresses, do not make uniques undefeatable, except a few plot-motivated cases

ad hoc tweaks to pseudo-id (until this is rethought and rewritten more systematically), in particular, broken items are no longer reported {average} for mages;

on shallow levels, OOD monster rarer and not so OOD

moved multiplying monsters (especially shallow but high HP ones) much deeper by increasing their hp rating in the power calculations; giant black louse is thus level 6, not 3 as before (is 7 in monster.txt)

removed restore potions, made stat potions much more common and cheaper, tweaked prices of starting magic devices

made traps, potions, etc. that do more than p_ptr->mph/2 damage leave player at 1HP instead of killing him; please revert if this is too munchkinish, but note that it only affects early game, when detect traps and ID are scarce; with this also later in the game test-id and no-trap-detection become viable; tentative

made apple and berries a bit lighter and berries somewhat nourishing

you can now die from starvation second turn after travel, beware

other minor tweaks and additions

last updated on:
April 12th, 2010, 7:46 GMT
price:
FREE!
developed by:
Andrew Doull
license type:
Other/Proprietary License with Source
category:
ROOT \ Games \ RPG

FREE!

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user rating 21

UNRATED
2.7/5
 

0/5

What's New in This Release:
  • Add low level spell to allow Masters to light rooms.
  • Ensure minimum blood debt.
  • Reduce summoning debt for some monster types.
  • Allow travelling while poison is slowed.
read full changelog

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