======== Features ======== ZangbandTK is Angband 4.2.6 with Zangband's character rebuilt on top of it. This page is the honest inventory: what is in the game now, and what is not. .. grid:: 1 2 2 2 :gutter: 3 .. grid-item-card:: Base Angband 4.2.6 .. grid-item-card:: Platform macOS on Apple Silicon .. grid-item-card:: Playable Yes .. grid-item-card:: Savefiles Compatible with neither Angband nor Zangband, and never will be In the game now =============== Zangband's lethality -------------------- Every monster carries **73% of Angband's hit points** and **50% of its armour class**. Monsters die sooner and are easier to hit, so fights resolve in fewer turns — in whichever direction they were going. Those numbers are measured, not invented. Across the 450 monsters that Zangband 2.7.5 and Angband 2.8.1 have in common, Zangband's carried a median 0.73× the hit points and 0.50× the armour class of the release it forked from. See :doc:`balance` for the full account. A wilderness ------------ Zangband's defining feature, and the largest piece of work in the game so far. A world **2064 grids square**, generated from a seed and never stored, with the town standing in it and roads leading out. - Terrain follows from height, population and law; danger follows from law alone. - The surface is one continuous sheet that scrolls as you walk, not a set of discrete levels. - Deep water can be waded into, and drowned in. - Rivers run to the sea and lakes sit in the hollows. - The world ends in open sea rather than in a wall. - What you drop in the country stays where you left it until somebody finds it, and the world forgets what you left in time. - A unique you wounded and walked away from is still out there, still wounded. Monsters, objects and magic --------------------------- - **389 imported monsters**, including the princes of Amber and the Mythos deities. 1013 in total. - **51 artifacts**, including Grayswandir and Frakir. - **18 ego types**, including ``(Vampiric)``, ``(Chaotic)`` and ``(Trump Weapon)``. - **Three weapon mechanics** Angband has no equivalent of: vampiric, vorpal and chaotic. - **The Ancient and Foul Curse**, with its cascade intact. - Random object abilities, pit themes and vaults. See :doc:`monsters` and :doc:`objects` for the detail. Tunable without a rebuild ------------------------- The balance dials live in ``lib/gamedata/constants.txt`` and take effect on restart: .. code-block:: text lethality:hit-points:73 # percent of base monster hit points lethality:armor-class:50 # percent of base monster armour class melee:vorpal-chance:6 # a vorpal weapon cuts deep on one blow in this many melee:vorpal-multiplier:2 melee:chaotic-chance:7 # a chaotic weapon discharges on one blow in this many Setting both lethality values to ``100`` gives behaviour identical to vanilla Angband 4.2 — a supported configuration, and a useful comparison. Not yet ======= Named here because a features page that lists only what works is a sales brochure. Each of these has a manual chapter already scaffolded, which is filled in when the milestone lands. .. list-table:: :header-rows: 1 :widths: 30 15 55 * - Feature - Milestone - Chapter * - Multiple towns and services - M5 - :doc:`towns` * - Quests - M6 - :doc:`quests` * - Mutations - M8 - :doc:`mutations` * - Virtues - M8 - :doc:`virtues` * - Magic realms - M9 - :doc:`realms` * - Pets and allies - M10 - :doc:`pets` * - Nightmare mode - M11 - :doc:`nightmare` Multiple dungeons are also still to come. A **Tcl/Tk front end** is planned for a later phase, reviving the original's interface on Tcl/Tk 9. There is an irony in it: the original ZangbandTK supported Windows and X11 and never supported macOS at all, so the Tcl/Tk front end will be the new port when it arrives, not the other way round.