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 Version Information.

Development is tracked by milestone. M0 to M4 are complete; see 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  • WLD-05 and WLD-06 were withdrawn, along with the code WLD-05 had asked for.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.