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- === Zangband History and Information ===
-
- This document is intended to set forth the history of Zangband and its
- forbears. We have included only major events in Zangband development as
- well as commentry from previous authors and maintainers where
- applicable. A more complete description of the course of Zangband
- development can be obtained by reviewing z_update.txt.
-
-
- === Zangband 2.6.0 ===
-
- The first stable release after the beginning of the 2.5.x development
- branch. Zangband 2.6.0 featured an enormous, randomly generated
- wilderness with towns of varying sizes and flavour. Over 100 new shop
- and building types were introduced as well as numerous new terrain
- types. As with the earlier 2.5.x versions, the wilderness scrolls
- seemlessly as you explore. Also imported from the 2.5.x branch were
- several things designed to make the dungeon experience smoother and
- more enoyable. This includes a redistribution of monsters and objects
- to make the danger/reward levels of the dungeon increase smoothly with
- character progression and a reworking of object generation to ensure
- that items generated are more useful to the player. The other major
- change in this version was he permanent switching on of the monster AI
- functions which had previously been included as options.
-
-
- === Zangband 2.5.0 ===
-
- This development release was unique in that it first included a new,
- randomly generated wilderness. Unlike earlier versions, the wilderness
- offers seemless scrolling as you move accross it and far more variety
- in available terrains. Zangband 2.5.0 also included a major rebalancing
- and redistribution of monsters and objects in order to smooth out the
- dungeon experience.
-
-
- ==== Zangband 2.3.5 ===
-
- This development release was the first one to include the new combat
- code which was adapted from Oangband. The main features of the code are
- that spellcasting classes can no longer reliably rely on hand-to-hand
- fighting, the maximum number of attacks each class coud obtain was
- reduced, extra attacks from equipment were made rarer, the base damage
- of a weapon became more important, critical blows were reworked.
-
-
- ==== Zangband 2.2.0 ===
-
- This release introduced the expanded wilderness and fixed quests
- (adapted from Kangband). Towns, Quests and the Wilderness were each
- easily configurable by the means of text files. The following review of
- Version 2.2.0 was written by Topi Ylinen - Zangband's original author.
-
- --- Review of 2.2.0 (by Topi Ylinen)---
-
- Zangband 2.2.0 could easily claim to be the most different version of
- Zangband so far. While the historical versions (Angband-- and Zangband 1.*) mainly
- restructured the set of monsters and items, and the 2.0.* - 2.1.* versions added
- new races and elements, Zangband 2.2.0 drastically alters the game fundamentals.
-
- The new direction is related to Kangband, from which the new version
- borrows such features as wilderness, new terrains and custom-built
- quests and maps. Although some people may object to this, as this
- decreases the amount of randomness and increases the amount of
- predictability in the game, the new features do not actually remove
- anything from the game -- everything is in *addition* to the old
- features. Even the popular "random quests" of Zangband 2.1.1 are
- still available, although their depths are no longer random.
-
- However, the pre-programmed part of the game is only as large and rich as
- the available maps and quests. Currently the wilderness map is relatively
- small, and there are only a couple of quests, which will quickly become
- all too familiar to the player. Since new towns and quests can be added
- in the definition files (in lib/edit/) without having to recompile,
- hopefully the players of the new version will build their own quests
- and share them with all Zangband players!
-
- Besides the quests and wilderness, Zangband 2.2.0 also adds several new
- monsters (nearly 300, although some of these are from Vanilla), a couple
- of new weapons and pieces of armour and no less than 52 new mutations,
- translating to a total of 98 possible mutations. This means that there's
- a lot of new stuff for the Zangband veterans to explore and discover.
- The total 850-odd-something monster races were only possible by removing
- the 16-bit memory handling code, which has no practical effects, since
- Zangband 2.* does not support 16-bit code anyway.
-
-
- Among the less obvious new features are of the new version are improved
- pet AI and s-lang support. The latter is not used yet, but it will enable
- truly powerful customizability of the game, items, monsters, quests etc.
- in the lib/edit/ files: all functions can be invoked from the editable
- files without having to recompile.
-
-
- === Zangband 2.1.0d ===
-
- This was the first version released by Robert Ruehlmann as the new
- maintainer of Zangband. In Robert's own words ....
-
- "ZAngband 2.1.0c was Topi's last version, he has got a job and and
- doesn't have enough time anymore to continue work on ZAngband.
- He asked for a new maintainer and I was the one to take over the task.
- May I introduce myself, my name is Robert Ruehlmann, I'm the creator
- of the graphical Angband versions for DOS and webmaster of
- "Thangorodrim - The Angband Page" ("http://thangorodrim.angband.org")."
-
-
- === Versions 1.0 - 2.1.0c ===
-
- The following text by Topi Ylinen describe his development efforts ...
-
- The seeds of Zangband lie in an obsolete and long ago vanished PC
- variant (somewhat misleadingly) dubbed Angband--. The variant was
- written by a hopeless Angband addict (previously Moria veteran and
- winner) who got bored with the standard monsters and wanted to
- introduce some new monsters. Angband-- was based on the PC Angband 1.31
- sources, and it was set in Roger Zelazny's 'Amber' universe.
-
- Later this individual got a better computer and learned to code, and
- produced the PC Zangband, and most Angband-- monsters survived into
- PC Zangband 1.0. PC Zangband 1.0 was the first PC Angband to introduce
- (simple, font-based) graphics, which were also used in the graphical
- PC Angband 1.40.
-
- Yet this individual was still not cured of his addiction... his almost
- as strong addiction to the Civilization style fantasy strategy game
- 'Master of Magic' inspired him to write a new magic system. The current
- version of Zangband (2.*) incorporates this magic system, as well as
- the best features from Angband-- and PC Zangband 1.0. It is based on
- the Angband 2.8.1 sources (by Ben Harrison), and is therefore portable
- to other systems (unlike the earlier versions which were for dos-pc's
- only).
-
- Incidentally, this person (me, Topi Ylinen) also thought that the
- standard Angband monsters were too easy, which led him to introduce
- such monsters as Death swords, Cyberdemons and Great wyrms of power...
-
-
- === Special thanks ===
-
- The newer versions of Zangband might not have come into existence
- without the significant help from these excellent Angband programmers.
-
- Topi would like to thank:
-
- Ben Harrison, for obvious reasons.
-
- Greg Wooledge, who pointed out a bug in the dos compiler,
- which was preventing Topi's progress with the first 2.* version
- of Zangband and for various patches.
-
- Julian Lighton, who must have sent Topi more ideas, patches,
- and bug reports, than all the others toghether.
-
- Robert Ruehlmann, whose nice new main-dos.c enables SVGA
- graphics and even windows in ms-dos.
-
- Paul Sexton, who is responsible for about 50% of the new code
- in 2.1.0.
-
- Robert would also like to thank:
-
- Heino Vander Sanden, who created the quest-code and
- Dean Anderson, whose patch showed me the quickest way to
- implement the quests.
-
- Adam Bolt, who created the new ZAngband tiles.
-
- Scott Bigham, for the S-Lang patch.
-
- Jeff Duprey for the new mutations.
-
- John Duffin and Leigh Silas Hanrihan for the new items.
-
- Marten Woxberg for many new ideas.
-
- Ken Wigle for allowing me to include his town and quest code.
-
- Tim Baker for many patches and bugfixes and for ZAngbandTk.
-
- Chris Weisiger for many new vault layouts.
-
- Juergen Neitzel for countless new rumors.
-
- Topi Ylinen, Mark Howson, Adam Horowitz, Oscar Nelson and
- all the other regular members of the #angband chat channel
- for giving me lots of new ideas and being good friends.
-
- Benny S. Hofmann, Aram Harrow, Greg Harvey, Keldon Jones,
- Graham Murray, Remco Gerlich, Tim Baker, Oscar Nelson,
- Adam Horowitz, David A. Henry, "Strikes", Chris Hadgis,
- David Howdon, Jenni Henzel, Stephen Lee, Gwidon S. Naskrent,
- Eric Wright, Bob Martin, Jeff Coleburn, Ethan Sicotte,
- Brandon Walker, Kelly Trinh, Brian Graham, James W. Sager III,
- John Holton, Larry Bassel, Markus Linnala, Musus Umbra,
- Mike Hommel, Christopher Stranczek, Werner Baer, Andreas Koch,
- Jon Boehnker, Jason Willoughby, David Paoletti and many others
- for bugreports, patches, bugfixes, and ideas.
-
-
- === Brief Version History (of standard Angband) ===
-
- First came "VMS Moria", by Robert Alan Koeneke (1985).
-
- Then came "Umoria" (Unix Moria), by James E. Wilson (1989).
-
- In 1990, Alex Cutler and Andy Astrand, with the help of other students
- at the University of Warwick, created Angband 1.0, based on the
- existing code for Umoria 5.2.1. They wanted to expand the game, keeping
- or even strengthening the grounding in Tolkien lore, while adding more
- monsters and items, including unique monsters and artifact items, plus
- activation, pseudo-sensing, level feelings, and special dungeon rooms.
-
- Over time, Sean Marsh, Geoff Hill, Charles Teague, and others, worked
- on the source, releasing a copy known as "Angband 2.4.frog_knows" at
- some point, which ran only on Unix systems, but which was ported by
- various people to various other systems.
-
- Then Charles Swiger (cs4w+@andrew.cmu.edu) attempted to clean up the
- mess, resulting in several versions, starting sometime around November,
- 1993, with Angband 2.5.1 (more or less) and leading up to Angband 2.6.2
- in late 1994. Several people ported (the primarily Unix/NeXT centered)
- Angband 2.6.1 to other platforms, including Keith Randall, who made a
- Macintosh port that added support for color usage. Some of the changes
- during this period were based on suggestions from the "net", PC Angband
- 1.40, UMoria 5.5, and some of the Angband "variations", such as
- FAngband.
-
- Finally, I (Ben Harrison) took over in late 1994 when Charles Swiger
- left. Initially my intention was simply to clean up what had become,
- after ten years, a rather unholy mess, but the deeper I delved into the
- code, the more it became apparent that drastic changes were needed, so,
- starting with MacAngband 2.6.1, I began a more or less total rewrite,
- resulting, eventually, in Angband 2.7.0, released around January first,
- 1995.
-
- Angband 2.7.0 was a very clean (but very buggy) rewrite that, among
- other things, allowed extremely simple porting to multiple platforms,
- starting with Unix and Macintosh, and by the time most of the bugs were
- cleaned up, in Angband 2.7.2, including X11, and various IBM machines.
- Angband 2.7.4 was released to the "ftp.cis.ksu.edu" site, and quickly
- gained acceptance, perhaps helped by the OS2 and Windows and Amiga and
- Linux ports. Angband 2.7.5 and 2.7.6 added important capabilities such
- as macros and user pref files, and continued to clean up the source.
- Angband 2.7.8 was designed to supply another "stable" version that we
- can all give to our friends, with new "help files" and "spoiler files"
- for the "online help", plus a variety of minor tweaks and some new
- features. Angband 2.7.9 optimized a few things, and tweaked a few other
- things, and cleaned up a few other things, and introduced a few minor
- semantic changes.
-
- It is very hard to pin down, along the way from 2.6.2 to 2.7.0, and
- thence to 2.7.8, exactly what was added exactly when. Most of these
- steps involved so many changes as to make "diff files" not very useful,
- since often the diff files were as long as the code itself. Most of the
- changes, with the notable exception of the creation of the new
- "main-xxx.c" files for the various new platforms, and a few other
- exceptions generally noted in the source, were written by myself,
- either spontaneously, or, more commonly, as the result of a suggestion
- or comment by an Angband player. So if you have any problems with
- anything that you do not recognize from older versions, you can blame
- them on me. And if you like the new features and such, you can send me
- a brief little "thank you" email (to benh@phial.com) or something...
-
- The Official Angband Home Page ("http://www.phial.com/")
- was created along with Angband 2.7.9 to serve as an up to date
- description of any bugs found in various versions, and to list all of
- the people whose email addresses I kept having to look up.
-
-
- === Some of the changes from Angband 2.6.1 to Angband 2.7.9 ===
-
- The most important modification was a massive "code level cleanup" that
- made all of my other modifications much simpler and safer. This cleanup
- was so massive that in many places the code is no longer recognizable,
- for example, via "diff -r", often because it was rewritten from
- scratch.
-
- The second most important modification was the design of a generic
- "term.c" package, which allows Angband to be ported to a new machine
- with as few as 50 lines of code. Angband 2.7.9 thus runs without
- modification on many machines, including Macintosh, PowerMac, Unix/X11,
- Unix/Curses, Amiga, Windows, OS2-386, DOS-386, and even DOS-286.
-
- It would be difficult to list all of the changes between Angband 2.6.1
- and Angband 2.7.9, because many of them were made in passing during the
- massive code level cleanup. Many of the changes are invisible to the
- user, but still provide increased simplicity and efficiency, and
- decreased code size, or make other more visable changes possible. For
- example, the new "project()" code that handles all bolts, beams, and
- balls, the new "update_view()" code that simplifies line of sight
- computation, or the new "generate()" code that builds new levels in the
- dungeon. Many changes have been made to increase efficiency, including
- the new "process_monsters()" and "update_monsters()" functions, and
- the new "objdes()" and "lite_spot()" routines. The generic "Term"
- package yielded efficient screen updates, and enabled the efficient use
- of "color".
-
- But anyway, here are a few things that come to mind, in no particular
- order, and with very little time or effort. Somehow I managed to put
- off updating this file to the very end, and it will just have to do for
- now. The recent changes (and bug fixes) can be found at the Official
- Angband Home Page.
-
- color
- macros
- keymaps
- user pref files
- generic feature array, with template file
- generic object array, with template file
- generic artifact array, with template file
- generic ego-item array, with template file
- generic monster array, with template fils
- generic vault array, with template file
- binary image files for the template files
- special stat effect tables
- a special table of spells
- a special table of options
- inventory tagging
- inventory restrictions
- using objects off the floor
- various new runtime options
- the new "destroy" command
- the new "examine" command
- the new "note" command
- the new "dump screen" command
- the new "load screen" command
- the new "un-inscribe" command
- the new "change visuals" command
- the new "change colors" command
- the new "change macros" command
- the new "save game" command
- the new "fire" vs "throw" commands
- rearranged equipment slots
- a standard bow slot
- an extra inventory slot
- an underlying keyset
- refueling torches
- better monster memory
- nicer targeting mode
- object stacking
- the recall window
- the choice window
- the mirror window
- new high score code
- special lighting effects
- intelligent monsters
- new monster flags
- text formatting code
- much cleaner store code
- generic spell projections
- scrolls of *identify*
- maximize mode
- preserve mode
- new inscription code
- new message recall code
- new spell and prayer code
- massive cleanup of effects code
- new object allocation routines
- powerful (but simple) on line help
- robust savefile cheat preventers
- new official cheating options
- new blindness code
- new hallucination code
- optimized object description code
- new keypress input routines
- actual object discounts
- fractional (asymptotic) speed
- postponing updates/redraws
- run-time price determination
- better wizard commands
- the automatic player
- launchers of extra shots
- elemental ignore flags
- new ego-item types
- new player ghost creation
- no more sliding objects
- no more sliding monsters
- new object flags
- new chest trap code
- regularized the artifact code
- regularized the ego-item code
- new monster abilities
- new monster spell attacks
- some new store owners
- run-time skill computation
- player kills vs ancestor kills
- better room illumination code
- better group monster code
- table access through pointers
- more redefinable constants
- slightly new screen layout
- extreme code cleaning
- extreme optimizations
-
-
- === A Note from the Maintainer (of standard Angband) ===
-
- Welcome to Angband 2.7.9v6.
-
- My name is Ben Harrison, and I have been the maintainer of Angband
- since November, 1994, when the previous maintainer, Charles Swiger
- (who developed Angband 2.5.1 through 2.6.2), got a real job. Starting
- with Angband 2.7.0, and continuing through the current version (2.7.9),
- I have been responsible for a number of major improvements to the basic
- Angband game, some of them obvious to the casual user and others hidden
- below the surface, but no less significant. The most significant
- improvement has been a total rewrite of large portions of the code,
- which, after ten years of modifications by various people, had begun to
- resemble a rotting death mold. Also significant was the design of a
- generic "term.c" package, which has allowed Angband to be easily ported
- to Macintosh, Amiga, X11, Windows, and basically every system in
- existance (including a beta-version for DOS-286).
-
- In addition, I have added lots of new commands, features, and
- functionalities, most of which appear to have been accepted by most
- people as a good idea (TM).
-
- It is extremely easy to port Angband 2.7.9 to a new system. If you
- cannot find a version that will compile on your machine, you can
- usually make one by writing a single file of about one hundred lines of
- C code.
-
- Angband 2.7.8 was intended to be a nice, clean, stable version, so we
- can all give copies to our friends. Unfortunately, it contained a few
- minor bugs. The *enchant* armor/weapon scrolls were "swapped". The game
- starts to look funny if too many objects accumulate on the floor. The
- "Q" command (commit suicide) does not work. You may not be able to load
- older savefiles. Some special dungeon levels may take a long time to
- generate. Good drops can include cursed rings of speed. But you can see
- that none of these are "fatal", so Angband 2.7.8 remains for now the
- most "official" version.
-
- Angband 2.7.9v1 through Angband 2.7.9v6 are intended as "transition"
- versions leading up to the release of Angband 2.8.0. Angband 2.8.0 will
- include many extensive changes from Angband 2.7.8, see the web page for
- more information.
-
- Most of these changes have been completed, and include things like
- cleaning up some internal code issues, optimizing the code (again),
- extending the functionality of some existing commands (such as target
- and look, which now handle directional motion), tweaking various
- aspects of the program, most notably in the introduction of new
- symbols and colors for various monsters, and in the use of a more
- regular set of RGB values for the various color codes, etc. Again, see
- the web page for a complete list.
-
- Angband 2.8.0 will introduce a version independent savefile format,
- along with a new terrain feature concept, and the ability to allow
- multiple objects in the same cave grid. It may or may not separate the
- "unique" monsters from the "normal" monsters, perhaps introducing some
- new "normal" monsters, such as "skeleton lord" or "giant boar" or
- "master mage".
-
- You can email compliments, complaints, bug reports, and presents to
- me ("benh@voicenet.com"), and you can post interesting experiences,
- general questions, compilation questions and code suggestions to the
- newsgroup ("rec.games.roguelike.angband").
-
- You can obtain the latest source and pre-compiled executables from
- various places, try "ftp://ftp.cis.ksu.edu/pub/Games/Angband/Angband-2.7.x"
- and the developer site at "ftp://clockwork.dementia.org/angband". You
- will need to enter the appropriate sub-directory, such as "Source" or
- "Macintosh".
-
- You should visit "http://thangorodrim.angband.org/" (the Official Angband
- Home Page) for more up to date information.
-
- You may freely distribute the game, and its source, though you are
- bound not only by the existing copyright notice from 1984, but also
- whatever restrictions may be present on various other pieces of the
- code, including the fact that any source written by me is technically
- automatically placed under copyright and may thus not be used for
- commercial purposes.
-
- The basic help files supplied with this game are more or less up to
- date, but when in doubt, the source (or the newsgroup) is the place to
- turn for advice. Or attempt to figure it out by experimentation, this
- is sometimes the most fun. In particular, see "commands.txt" for
- information on the available commands, some of which have been recently
- added or changed, and "options.txt", which describe how to customize
- several aspects of the game to suit your preferences.
-
- The documentation is very easy to modify and update, so you may want to
- check in to the ftp site occasionally to see if there are any new help
- files (or spoiler files) for you to acquire. Note that the spoiler
- files are not distributed with the source since they are so huge, but
- you can obtain them from various places as with the source and
- executables. New spoiler files may be placed in the "lib/help" or
- "lib/info" directories, to allow access via the "online help" system.
-
- Remember to tell all your friends about how much you like Angband...
-
- Happy adventuring!
-
- +++ Ben +++
-
-
- === A Posting from the Original Author ===
-
- From: koeneke@ionet.net (Robert Alan Koeneke)
- Newsgroups: rec.games.roguelike.angband,rec.games.roguelike.moria
- Subject: Early history of Moria
- Date: Wed, 21 Feb 1996 04:20:51 GMT
-
- I had some email show up asking about the origin of Moria, and its
- relation to Rogue. So I thought I would just post some text on the
- early days of Moria.
-
- First of all, yes, I really am the Robert Koeneke who wrote the first
- Moria. I had a lot of mail accusing me of pulling their leg and
- such. I just recently connected to Internet (yes, I work for a
- company in the dark ages where Internet is concerned) and
- was real surprised to find Moria in the news groups... Angband was an
- even bigger surprise, since I have never seen it. I probably spoke to
- its originator though... I have given permission to lots of people
- through the years to enhance, modify, or whatever as long as they
- freely distributed the results. I have always been a proponent of
- sharing games, not selling them.
-
- Anyway...
-
- Around 1980 or 81 I was enrolled in engineering courses at the
- University of Oklahoma. The engineering lab ran on a PDP 1170 under
- an early version of UNIX. I was always good at computers, so it was
- natural for me to get to know the system administrators. They invited
- me one night to stay and play some games, an early startrek game, The
- Colossal Cave Adventure (later just 'Adventure'), and late one night,
- a new dungeon game called 'Rogue'.
-
- So yes, I was exposed to Rogue before Moria was even a gleam in my
- eye. In fact, Rogue was directly responsible for millions of hours of
- play time wasted on Moria and its descendents...
-
- Soon after playing Rogue (and man, was I HOOKED), I got a job in a
- different department as a student assistant in computers. I worked on
- one of the early VAX 11/780's running VMS, and no games were available
- for it at that time. The engineering lab got a real geek of an
- administrator who thought the only purpose of a computer was WORK!
- Imagine... Soooo, no more games, and no more rogue!
-
- This was intolerable! So I decided to write my own rogue game, Moria
- Beta 1.0. I had three languages available on my VMS system. Fortran
- IV, PASCAL V1.?, and BASIC. Since most of the game was string
- manipulation, I wrote the first attempt at Moria in VMS BASIC, and it
- looked a LOT like Rogue, at least what I could remember of it. Then I
- began getting ideas of how to improve it, how it should work
- differently, and I pretty much didn't touch it for about a year.
-
- Around 1983, two things happened that caused Moria to be born in its
- recognizable form. I was engaged to be married, and the only cure for
- THAT is to work so hard you can't think about it; and I was enrolled
- for fall to take an operating systems class in PASCAL.
-
- So, I investigated the new version of VMS PASCAL and found out it had
- a new feature. Variable length strings! Wow...
-
- That summer I finished Moria 1.0 in VMS PASCAL. I learned more about
- data structures, optimization, and just plain programming that summer
- then in all of my years in school. I soon drew a crowd of devoted
- Moria players... All at OU.
-
- I asked Jimmey Todd, a good friend of mine, to write a better
- character generator for the game, and so the skills and history were
- born. Jimmey helped out on many of the functions in the game as well.
- This would have been about Moria 2.0
-
- In the following two years, I listened a lot to my players and kept
- making enhancements to the game to fix problems, to challenge them,
- and to keep them going. If anyone managed to win, I immediately found
- out how, and 'enhanced' the game to make it harder. I once vowed it
- was 'unbeatable', and a week later a friend of mine beat it! His
- character, 'Iggy', was placed into the game as 'The Evil Iggy', and
- immortalized... And of course, I went in and plugged up the trick he
- used to win...
-
- Around 1985 I started sending out source to other universities. Just
- before a OU / Texas football clash, I was asked to send a copy to the
- University of Texas... I couldn't resist... I modified it so that
- the begger on the town level was 'An OU football fan' and they moved
- at maximum rate. They also multiplied at maximum rate... So the
- first step you took and woke one up, it crossed the floor increasing
- to hundreds of them and pounded you into oblivion... I soon received
- a call and provided instructions on how to 'de-enhance' the game!
-
- Around 1986 - 87 I released Moria 4.7, my last official release. I
- was working on a Moria 5.0 when I left OU to go to work for American
- Airlines (and yes, I still work there). Moria 5.0 was a complete
- rewrite, and contained many neat enhancements, features, you name it.
- It had water, streams, lakes, pools, with water monsters. It had
- 'mysterious orbs' which could be carried like torches for light but
- also gave off magical aura's (like protection from fire, or aggravate
- monster...). It had new weapons and treasures... I left it with the
- student assistants at OU to be finished, but I guess it soon died on
- the vine. As far as I know, that source was lost...
-
- I gave permission to anyone who asked to work on the game. Several
- people asked if they could convert it to 'C', and I said fine as long
- as a complete credit history was maintained, and that it could NEVER
- be sold, only given. So I guess one or more of them succeeded in
- their efforts to rewrite it in 'C'.
-
- I have since received thousands of letters from all over the world
- from players telling about their exploits, and from administrators
- cursing the day I was born... I received mail from behind the iron
- curtain (while it was still standing) talking about the game on VAX's
- (which supposedly couldn't be there due to export laws). I used to
- have a map with pins for every letter I received, but I gave up on
- that!
-
- I am very happy to learn my creation keeps on going... I plan to
- download it and Angband and play them... Maybe something has been
- added that will surprise me! That would be nice... I never got to
- play Moria and be surprised...
-
- Robert Alan Koeneke
- koeneke@ionet.net
-
-
- === Previous Versions (outdated) ===
-
-
- VMS Moria Version 4.8
- Version 0.1 : 03/25/83
- Version 1.0 : 05/01/84
- Version 2.0 : 07/10/84
- Version 3.0 : 11/20/84
- Version 4.0 : 01/20/85
-
- Modules :
- V1.0 Dungeon Generator - RAK
- Character Generator - RAK & JWT
- Moria Module - RAK
- Miscellaneous - RAK & JWT
- V2.0 Town Level & Misc - RAK
- V3.0 Internal Help & Misc - RAK
- V4.0 Source Release Version - RAK
-
- Robert Alan Koeneke Jimmey Wayne Todd Jr.
- Student/University of Oklahoma Student/University of Oklahoma
-
-
-
-
-
- Umoria Version 5.2 (formerly UNIX Moria)
- Version 4.83 : 5/14/87
- Version 4.85 : 10/26/87
- Version 4.87 : 5/27/88
- Version 5.0 : 11/2/89
- Version 5.2 : 5/9/90
-
- James E. Wilson, U.C. Berkeley
- wilson@ernie.Berkeley.EDU
- ...!ucbvax!ucbernie!wilson
-
- Other contributors:
- D. G. Kneller - MSDOS Moria port
- Christopher J. Stuart - recall, options, inventory, and running code
- Curtis McCauley - Macintosh Moria port
- Stephen A. Jacobs - Atari ST Moria port
- William Setzer - object naming code
- David J. Grabiner - numerous bug reports, and consistency checking
- Dan Bernstein - UNIX hangup signal fix, many bug fixes
- and many others...
-
-
-
-
- Copyright (c) 1989 James E. Wilson, Robert A. Keoneke
- This software may be copied and distributed for educational,
- research, and not for profit purposes provided that this copyright
- and statement are included in all such copies.
-
- Umoria Version 5.2, patch level 1
-
- Angband Version 2.0 Alex Cutler, Andy Astrand, Sean Marsh, Geoff Hill,
- Charles Teague.
-
- Angband Version 2.4 : 5/09/93
-
- Angband Version 2.5 : 12/05/93 Charles Swiger.
-
- Angband Version 2.6 : 9/04/94
-
- Angband Version 2.7 : 1/1/95 Ben Harrison
-
- --
- Original : (??)
- Updated : (??)
- Updated : Zangband DevTeam
- Last update: May 25, 2001
-