This is a document file listing the changes in Frazband (compared to the standard Zangband 2.6.2.) No long explanations, just a list. See code for details. In reversed chronological order (more or less). See z_update.txt for details on Zangband 2.6.2: Frazband 0.4.1 - Fixed display bug in birth routines. - Added safeguard against getting quests to kill friendlies. - Touchy monsters now get angry successfully. - Fixed problems and potential problems with options. - Touchy monsters now go hostile rather than friendly if advanced_monst_groups is turned off. - Townsfolk will now no longer flee into the dungeon. - Stopped caution messages when taking useless scrolls from home. - Many players will now never see spontaneous babewyn incursions. - Allowed protect_savefile to be turned off when importing 0.4.0 savefiles due to it being mistakenly on by default. - Adjusted difficulty levels slightly. - Gaining a spell now prompts the player to write it. - Made duplicate quests very unlikely. - Players can now see their new magic system spell abilities at the end of the 'known spells' list. - Added birth option to hide object graphics at stores. - Added option to automatically show lists. - Updated help files. - Changed some monster rarities. - Removed the GHB. (Can be uncommented if you want it back.) Frazband 0.4.0: - New magic system. - Old magic system retained as an option, but with modifications. - Lots of new monsters, removed monsters and modified monsters. - Sauron and Morgoth are now the main quests. - Difficulty system. - Birth option to be able to reload badly progressing games. - Improved monster AI. - Many new types of monster behaviour. - Modifications to the artifact list. - Fighter-type characters get more hitpoints. - Melee skill now boosts AC. - 'Summon Amberite' spell changed to 'Summon Special', which summons different (hardcoded) creatures for each monster. - 'Summon greater demon' spell from Angband restored. - Levels have a chance of becoming 'babewynified'. - Some monsters can now 'obfuscate'. - Uniques which are 'killed' by other monsters now disappear, or genuinely die if friendly, to stop the player from being able to kill one with one spell if a giant fight is going on. - 'Accelerated development' option added. - 'Show third party combat messages' option added. - Friendly monsters can now be disabled. - Added warning messages when you first spot uniques or significantly out of depth monsters. - 'disturb when out of detection range' now prints a message, and does so regardless of whether or not the player is running. - Other stuff...