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Skill Angband - Sangband

Current version: 0.9.9 revision 14 (6th March 2003)

Original authors: Chris Petit, Julian Lighton

Current maintainer: Leon Marrick

Webpage: http://home.sprintmail.com/~leon2m/sang/

Based on: Angband 2.9.3

Sangband 0.9.9 beta 14 (6th March 2003)
System / Comments Compiled by Size Date
Source code Leon Marrick   6th March 2003
For compilation instructions see my Compile Page.
Sangband 0.9.9 beta 13 (2nd March 2003)
System / Comments Compiled by Size Date
MS-DOS (386 or better) (Mirror) Leon Marrick 984 kByte 2nd March 2003
Windows (Mirror) Leon Marrick 1134 kByte 2nd March 2003
no graphics support
Mac (OS X) (Mirror) Ken Dubuc 1089 kByte 2nd March 2003
Mac (PPC) (Mirror) Ken Dubuc 1070 kByte 9th May 2003
Sangband 0.9.5b
System / Comments Compiled by Size Date
Amiga (Mirror) Mark Howson 502 kByte 3rd August 1998
Mac (68020+) (Mirror) Andy Rowland 641 kByte 18th August 1998

Interesting links:

Sangband 0.9.9 review

by Adam Horowitz

Leon Marrick's new Sangband brings back many of the qualities of Angband that got us all hooked in the beginning. New creatures and new excitement. Surprise items around the corner, monsters with interesting treasure drops, spells with neat new effects to cast. Many of the refinements of Oangband are in Sangband, as well as plenty of new stuff. Monsters which surprise you with their tactical approach to combat. New rods that give you more combat choices. Dungeon room variation that beats the binary (pants didn't seem to fit) out of vanilla. Shop haggling that is actually meaningful and beneficial.

Experience awards for things outside of combat and spell casting, such as daring to drink a new potion, or eat an unidentified mushroom, or zap a new object. The list of gameplay enhancing features goes on, and we haven't even touched the skills yet.

Skills add a very interesting tactical and character differentiating element to the game. Tired of getting blinded by novice mages? Pump up your saving throw. Sick of getting lost in the dungeon? Raise your perception high enough to get a free "magic map" ability. Sick of running out of spellpoints as a mage with no back-up option? Don your ninja cowl and put a few percentage points into karate! Want to forge your own new bow, weapon, or armor? There's skills for that as well.

Raise skills high enough and you can recharge your depleted wands, drain them for more spellpoints, teleport to an exact location without being a wizard, sneak up and backstab a monster, or send an arrow up the nostril of an over- confident foe. Choice of skill will dictate all of these powers and more. And if you're patient enough and willing to sacrifice some points on your final score, you can eventually nearly choose them all!

Leon has taken the great tradition of some fantastic variants (old Sangband and Oangband) and merged them into something greater. All of his refinements center around the maxim of increasing the entertainment value of the game. Judging by the flood of Sangband posts the past few months and from my own experiences with Gyrus (a necromancer winner!), Leon has stuck unwaveringly to this "for the player" design plan.

Chris Petit really hit on a winner when he created the initial Sangband concept. Check and see the latest stop in its evolutionary journey-the new Sangband is a must-have addition for any Angbander's collection.

© 1997/98 by Robert Rühlmann, rr9@thangorodrim.net [News] [To the Variants Page]