=========== Release log =========== .. note:: **No version has been released yet.** There are no tags and no binaries. What follows is the development log, grouped by the milestones the work is organised into, newest first. When there is a release to announce, it will appear here. This page covers ZangbandTK only. For Angband's own long history, which this game is built on, see :doc:`version`. Development is tracked by milestone. **M0 to M4 are complete**; see :doc:`features` for what that adds up to in the game, and for what M5 onward will bring. Unreleased ========== Documentation and site — 17 August 2026 --------------------------------------- - The manual became ZangbandTK's rather than Angband's, and moved off sphinx-better-theme (unmaintained since 2013) onto pydata-sphinx-theme. - The site is published to `zangbandtk.com `_ from the Sphinx sources on every push, replacing a documentation build that was never deployed anywhere. - The manual's chapters were grouped rather than left as 32 top-level entries. - Renaming was scoped to the site's identity. Angband is still named throughout the manual body where the reference is correct, and the credits and licence pages are unchanged. M4: the wilderness — 16 to 17 August 2026 ----------------------------------------- Zangband's defining feature, and the largest piece of work so far. - **The world map**: fractal terrain over a parameter space, 2064 grids square, generated from a seed and never stored. - **One continuous surface**, not a set of levels, scrolling as the player walks. - **The town stands in the world**, with roads out of it, and you can walk out. - **Rivers run to the sea and lakes sit in the hollows** (WLD-08). - **Deep water is crossed, not walled off** — it can be waded and drowned in — and the world is not known in advance. - **The world ends in sea**, not in a wall. - **The wilderness is inhabited**, and the world is Zangband-sized (CNT-05). - **The world remembers what you left, and forgets it in time** (WLD-04). A unique you wounded and left is still out there (WLD-04b). - Zangband's own wilderness glyphs, rather than Angband's. - Fixes: the crash on quit, the missing townspeople, and 4.2's town rock kept. Farmer Maggot turned up three faults, one of them serious. - WLD-05 and WLD-06 were withdrawn, along with the code WLD-05 had asked for. M3: curses and vaults — 15 August 2026 -------------------------------------- - **The Ancient and Foul Curse**, with its cascade intact, and random object abilities. - Pit themes and vaults — including a finding about Zangband's vaults. M2: the bestiary and the loot — 15 August 2026 ---------------------------------------------- - **389 monsters** imported from Zangband, including the princes of Amber and the Mythos deities, bringing the total to 1013. - **51 artifacts**, all of them, including Grayswandir and Frakir. - **18 ego types**, all of them, including ``(Vampiric)``, ``(Chaotic)`` and ``(Trump Weapon)``. - **Vampiric, vorpal and chaotic weapons** — three mechanics Angband has no equivalent of. - Manual chapters for monsters and objects. M1: lethality — 15 August 2026 ------------------------------ - **The lethality scalar**: every monster at 73% of Angband's hit points and 50% of its armour class, the measured difference between Zangband 2.7.5 and the Angband it forked from. This was the first build that played as something other than Angband. M0: foundations — 15 August 2026 -------------------------------- - Project identity, the ``tools/zconv`` data conversion tooling, and the manual scaffolding. - The project was renamed to ZangbandTK on 16 August 2026.