Most disturb options have been removed, leaving only the one that people seem to actually change. More option removals: maximise, birth aismell, birth aipacks and easy open are now permanently on.Split out start kit option from noselling.All classes now start with a dagger (except priests) and less food/fewer torches.Stop scrolls of Curse Armour/Weapon being generated, since they are gamebreaking when there are no sources of Remove Curse.mushrooms appear generally later in the dungeon and are spread out more.2x change of finding ,Vigor, will be found later.substantially increase duration of telepathy from ,SecondSight and rConf from ,ClearMind.fast recovery heals some HP, clear mind heals 10SP.Radically improve Slow Digestion (you nearly never need to eat with it).Move =Flames/Ice/Lightning/Acid higher in the dungeon.Replace rings of rFire & rCold with one ring, rFire&Cold.Remove Iron Spikes, jammed doors, and player door bashing.Remove Charisma and tone down gold drops to compensate.Make the damage monsters deal with each attack and their AC visible to the player after one attack/one hit.
You can still recall but down stairs from the town take you to your deepest level + 1. Replace with birth forcedescend, which is like 'ironman lite' - you can only take down stairs. touch, spit, etc.) - they only do elemental damage.
Some monster attacks no longer do physical damage (e.g.Give the player a bonus to damage absorption for physical elemental attacks (085574b82d649).Make Purifications and Healing a bit more of a find for Paladins by making CSW and CMW slightly better than the earlier versions instead of worse.This meant that immunity won't reduce damage ridiculously low. Whichever of the two is higher is the amount of damage dealt. This means that the damage a monster attack gets calculated twice - once for if it was pure damage, one if it was elemental damage. Change monster elemental attacks so that they do some part of their damage using elemental damage and some of it using physical damage.Make town spellbooks available earlier in the dungeon (at dlev1 instead of dlev5).Give thematic spell-book drops to monsters.Elvenkind now has level-dependent speed bonuses.Make uniques more likely to drop out-of-depth items, and reduce the number of chances DROP_GREAT drops get at being great to compensate.Reduce the size of monster escorts and groups.
Monsters spawn a lot less frequently after level is created (chance per turn has gone from 1/160 to 1/500).Tweak the store interface so that it no longer talks about selling for 0 gold, instead you give items to the store in return for identification or recharging. Turn off selling to stores by default.Rewrite ego allocation and rarities so that egos are more level-appropriate.Flatten out chances of getting good and great items - means more good and great items early on, proportionally fewer later. groups of novice adventurers of different kinds appearing together. Now different monsters tend to appear with different companions, and some uniques appear together too. It made significant changes to many aspects of gameplay including monster groups, item generation, ego item allocation, dungeon generation, and the removal of charisma as player stat. It was the first major release in over a year, though many players had been playing the latest autobuilt development version for some time. Angband 3.5.0 was released on 24th December 2013.