Inquiries about FAngband: email dgk4@po.cwru.edu
PC executable is in FAngEx10.exe; it's a self-extracting arj file.
Source code is in FAngSr10.tar.Z; PC users needing compress and tar
can find them on garbo.uwasa.fi at /pc/unix/comp430d.zip and
/pc/unix/extar10.zip.  If you don't have pkunzip to get -these-, it's
also on garbo.uwasa.fi at /pc/arcers/pkz204g.exe
All suggestions, inquiries, bug reports more than welcome.

An unofficial modification of Angband, FAngband has the following 
modifications from PC Angband 1.31:

1) Ethan A. Merritt's code for multiple bowshots by rangers (though not
   multiple slingshots for hobbits)
2) Addition of Triple Crossbows (basically, Light Crossbows that shoot three
   bolts (and no less) in a round)
3) Composite Bows returned to the code;
4) Shawn A. Collenburg's deferred feelings code.  Basically, you no longer
   get level feelings as soon as you enter a level; the feeling is stored,
   and, depending on your actions, is eventually revealed to the player.
   Generally a feeling happens when a third to half the level is explored,
   earlier if the feeling is a "special" one.
5) The fix for warrior-identification (so the correct slot is indicated);
6) Priests using edged weapons will suffer a penalty (25%) to prayer success
   rate, not to-hit and damage;
7) Blessed blades that priests can use without penalty and increase wisdom
   added.  Holy Avengers can also be used without penalty.
8) "Blessed blade" attribute added to several artifacts;
9) Law DSM becomes Shadow DSM (Resist Darkness, Nether),
   Balance DSM becomes Crystal DSM (Resist Shards),
   Shining DSM becomes Pseudo DSM (only a name change)
10) Power DSM removed; Celestial DSM dropped by Tiamat.
11) Wide-range permanent light (from Phial, rods, staves, spells, scrolls)
12) Light spells (and scrolls, rods, staves, and the Phial) do a small amount
    of damage to creatures normally hurt by light within their radius;
13) New resistance rings (Nexus Resistance, Nether Resistance, Chaos
    Resistance);
14) John L. Spetz's Rod of Wall Building;
15) John L. Spetz's diff to add a random "higher" resistance to armor/shields
    of Elvenkind and Robes of the Magi;
16) Meteor, Holy Orb, Plasma, Ice, Shards, Force, Sound, and Mana can destroy
    certain types of items (like Frost, Acid, Fire, and Lightning already
    did);
17) Certain (kobolds, skeletons, yeeks, demons, orcs, ogres, liches and
    trolls) uniques appear with escorts;
18) Accents added to the names of many artifacts (this is #ifdef'd in... I'll
    be posting two PC executables, on the off chance someone has nonstandard
    code pages).  This isn't going to port at all, and it's kind of a pity.
19) Whips can be ego weapons other than a simple "of Fire".  Also, Whips (2d6)
    of Fire are now worth more than Whips (1d6) of Fire.
20) Rings of Flame [+x], Acid [+x], and Ice [+x] now have varying bonuses to
    AC;
21) Heroic and Godly ratings added above Superb;
22) Mana penalties for encumbrance are now based on armor weight as opposed to
    armor base AC;
23) 5 pound minimum for computing number of hits with melee weapons removed;
24) Mages get their number of attacks per round halved (don't explode, y'all,
    they get more than adequate compensation);
25) Enchantment/Remove Curse overhaul:
     a) *Enchant (Weapon/Armor)* can enchant to a rating 5 higher than normal
	before having the (usual) miserable success rates;
     b) Artifacts resist enchantment an additional 50% of the time (to balance
	out (26), below);
     c) Enchanting an item will not remove a curse on it, merely reduce the
	penalties;
     d) Remove Curse will remove the {cursed} inscription;
     e) *Remove Curse* is required to unwield Calris, Mormegil, and weapons of
	Morgul;
     f) Auto-Identification no longer reduces the cost of an item to -1 (so
	they're still salable... once the curse is removed);
26) Artifacts have 2/3 chance to resist damage from acid and disenchantment;
27) E-type monsters (elementals and such, that is) are damaged/destroyed the
    same way undead and demons are;
28) For all you people who like to use the 'g'et key, money
    is automatically grabbed, and a 'You see <whatever item>'
    message is displayed whenever you walk on to an item.
29) Ball and bolt spells are more colorful (fire is red, yellow,
    and white, instead of just red, for example);
30) Featherfall provides partial resistance to gravity breath;
31) destroy_area (from Word of Destruction, staves of *Destruction*, and such)
    no longer destroys artifacts;
32) Sets of Cestus are replaced with Sets of Cesti (Cestus is -singular-,
    dammit! :) )
33) Confuse Monster has an incremental effect based on player level;
34) Ball spells can have various radii (for example, Ice Storm and Wands of
    Dragon's (Breath/Frost/Flame) have a radius of 3);
35) Equippy characters (so you can immediately see your beating on monsters
    with swords as opposed to shovels) added as an option;
36) Nearly all orcs, trolls, and undead can now be hurt by light;
37) Rings of Extra Attacks (+1), and occasionally (+2), that increase the
    number of attacks per round;
38) Weapons of Speed (+1) through (+3), that also increase the number of
    attacks per round.  Only lighter weapons can have the higher plusses.
39) Thrown artifacts do not vanish; they'll either destroy the item they land
    on if it's not an artifact, staircase, or store door, or do a random walk
    if it is.
40) Slightly altered UMoria 5.5 enchantment code added, so that weapons'
    maximum +todam is the same as the maximum normal damage.  I did add a
    cap (+20) on this so that Aglarang, the Glaive of Pain, etc. don't get
    too far out of control.
41) The annoying "HEY! Monster stuck in rock!" message has been removed.
42) Monster fear is go.  Critically injured monsters ( < 10% hp) have a
    chance of fleeing; Turn Undead causes fear as opposed to confusion.
43) I added a couple of spells, namely Wizard Lock (works like spiking) and
    Cone of Cold (like Spear of Light, but with cold) for mages, and Spiritual
    Hammer (like magic-missile, but does less damage and can daze monsters)
    and Cause Fear (like confuse monster, but different) for priests.
44) Added "destroyed" levels (about one out of fifteen), where there are
    several heavily damaged areas (as per Word of Destruction) and there's
    a much greater chance of getting a player ghost.
45) Added lava rivers that appear on about one level out of ten.
    Basically, what happens with these is monsters that are not immune
    to fire and can not phase through walls try not to step on the stuff,
    and take damage if they do; the player takes fire damage from lava-
    wading (go figure :) ), and many items tend to burn when thrown into
    the stuff.  These should add some much-needed variety; I'm considering
    tossing in some more special level types.
46) Polymorph and Mass Polymorph changed, so that there's a greater chance
    of getting a monster of approximately the same level as the original;
47) Added more resistances to several artifacts; Resist Nexus, in particular,
    is a lot more common.
48) Gave the extra attack attribute to several artifacts (Elvagil, Haradekket,
    Careth Asdriag, Gilettar, and Sting).  Also replaced the Ringil's Speed
    attribute with three extra attacks.

---Release of beta version 0.90: Nov 17 1993---

49) Dungeon-found amulets, rings, staves, wands, rods, scrolls, potions,
    mushrooms, and hairy molds retain their descriptions when identified;
    i.e., you might find a "Crystal Amulet of Wisdom (+1)" instead of the
    mundane, store-bought "Amulet of Wisdom (+1)".
50) Bugfixes.  Most notably, you will no longer appear in lava immediately
    upon entering a level, and items dropped or thrown into lava will burn
    correctly.
51) Special feelings are saved with the character; you will be able to
    save and restore without fear of losing your feeling.
52) Gauntlets of Free Action will not reduce a mage's mana, is the same
    manner that Gauntlets of Agility don't.
53) Fear enhancements:  Monsters will flee not only if reduced to 10% of
    their hit points, but also if they are hit with a single blow for more
    than half their current hit points.  Also, if cornered, monsters will
    turn to fight instead of cheerfully standing there, facing a wall, until
    killed.  I also patched over a consequence of the monster heal bug
    (which is still out there... I haven't been able to find its cause,
    either :( ) that would occasionally let gruesome software bugs kill
    the player.
54) I added (a somewhat modified form of) John Spetz's quiver code.
55) Triple Crossbows are now a bit rarer, and a good deal less accurate on
    the second and third bolts shot.  Triple Crossbows of Might or
    Accuracy are now much rarer.
56) I added a few choice mage spells into Wrath of God in exchange for
    Dispel Undead/Evil.
57) I played around a bit with monster resistances and made them more
    logical (to my mind).  There remain very few monsters that now
    resist everything.
58) Wider temporary light has been implemented.  Torches are unchanged;
    lanterns and the Arkenstone of Thrain have a light radius of two;
    the Phial of Galadriel and the Star of Elendil have a light radius
    of three.
59) I added a bit of code that turned off the cursor except when awaiting
    a keypress.  The flickering was hardly noticable in normal Angband and
    tolerable in FAngband 0.90 with wide-radius explosions, but was
    unbearable with wide-radius light.
60) Added an option, Quick Messages, which, when enabled, allow you to
    bypass the -more- prompt with any key, as opposed to just Escape, Space,
    or Enter.  This is particularly useful when surrounded by lots of
    wimpy monsters who like to miss you a lot, and you want to just hold
    down '4' to beat on the monster to the left of you without having to
    stop and pound on the space bar to get rid of the annoying -more-
    messages.  (Doesn't -that- sound incoherent.)
61) Added an option, Delay Speed, that controls the rate of animation
    (bolt spells, thrown objects, and explosions).  This can range from
    1 to 10; the old rate is 5.  Higher numbers yield quicker animation.
62) Rings of Resist Fear have been added for the struggling warriors.
    A few more wands and scrolls have also been tossed in.
63) Elemental Branding will no longer work with missile weapons.  It will,
    however, still work with missile ammo.
