                          VMS Moria Version 4.8
Version 0.1  : 03/25/83
Version 1.0  : 05/01/84
Version 2.0  : 07/10/84
Version 3.0  : 11/20/84
Version 4.0  : 01/20/85

Modules :
     V1.0  Dungeon Generator      - RAK
           Character Generator    - RAK & JWT
           Moria Module           - RAK
           Miscellaneous          - RAK & JWT
     V2.0  Town Level & Misc      - RAK
     V3.0  Internal Help & Misc   - RAK
     V4.0  Source Release Version - RAK

Robert Alan Koeneke               Jimmey Wayne Todd Jr.
Student/University of Oklahoma    Student/University of Oklahoma





                        Umoria Version 5.2 (formerly UNIX Moria)
Version 4.83 :  5/14/87
Version 4.85 : 10/26/87
Version 4.87 :  5/27/88
Version 5.0  :  11/2/89
Version 5.2  :   5/9/90

James E. Wilson, U.C. Berkeley
                 wilson@ernie.Berkeley.EDU
                 ...!ucbvax!ucbernie!wilson

Other contributors:
D. G. Kneller         - MSDOS Moria port
Christopher J. Stuart - recall, options, inventory, and running code
Curtis McCauley       - Macintosh Moria port
Stephen A. Jacobs     - Atari ST Moria port
William Setzer        - object naming code
David J. Grabiner     - numerous bug reports, and consistency checking
Dan Bernstein         - UNIX hangup signal fix, many bug fixes
and many others...






Copyright (c) 1989 James E. Wilson, Robert A. Keoneke
  This software may be copied and distributed for educational, research, and
  not for profit purposes provided that this copyright and statement are
  included in all such copies.

Umoria Version 5.2, patch level 1














   Angband was based on Umoria 5.2.1, and heavily modifed by several
students at the University of Warwick, England, who wanted to expand the
game, but who also wanted to keep, or even strengthen, Moria's firm
grounding in Tolkien lore.  The resulting heavily customized Moria was
not intended for outside release, but merely as a local version of Moria,
to run only on Warwick's Unix system.

  Sometime in its development, before it was released and ported, the
existing Unix code got the unlikely version number 'Angband 2.4.Frog-knows'.

The prime delevopers of Angband were:

        Angband Version 2.4 Alex Cutler, Andy Astrand.
        Angband Version 2.5 Sean Marsh. Contributions from Geoff Hill and 
                                         lots of players at the U of W.


Eventually, the Unix Angband source was released and ported:

        PC port: Charles F. Teague II
              with color code by Justin Anderson,
              with targetting code by Chris Wilde,
              and with many other helpful patches by people across the net.
        PC Angband version history:
        ===========================

Apr 11 1993        Original Release
          This version contains many bugs, including the dreaded stack
        overflow trouble.  I have one confirmed report of Angband
        erasing CMOS settings due to this bug.  Don't use this version!

Apr 20 1993        Updated Executable
          As the seriousness of the stack overflow problem became
        apparent, I rushed the updated executable.  Uploaded to
        ftp.cis.ksu.edu as 'ang11exe.exe', it corrects the stack overflow
        problems, and has a few minor changes.  Also, it contains
        compiler-generated stack checking code to prevent any stack
        overflow that I missed from harming your system.

May 20 1993        Second Update
          The first update was a rush job.  This meant that I did not
        get a chance to playtest it very thoroughly, and some problems
        slipped through the cracks (I had forgotten to change the
        delete high score code, so trying to do this generated a "Stack
        overflow!!" message).  Now I've had time to track down many
        bugs, and to add in some of the features I wanted.
          This update still includes the compiler-generated stack
        checking code as a precaution.
          Source code and a new executable uploaded to ftp.cis.ksu.edu
        as 'ang12src.exe' and 'ang12exe.exe'.

Aug 17 1993       Third Update
          This update corrects many more bugs, including the "mush bug",
        and many others.  This update also includes several new features,
        including the ability to target spells/arrows/etc without being "in-
        line", colorized inventories, etc.  For a listing of the non-trivial
        bugs and fixes, see the file 'version.pc'.
          Again, the stack-checking code was left in as a precaution.
          Source code has been uploaded to ftp.cis.ksu.edu as 'angsrc13.exe',
        and two versions of the executable have been uploaded.  The first,
        'angexe13.exe', is the update, with the normal 128k buffer used for
        overlays.  The second, 'angmem13.exe' is the same update, with a 192k
        buffer used for overlays.  As a result, this version will require
        more memory to run, but, if you have the memory required, it should
        run faster.

Aug 28 1993       Fourth Update (minor update to third update)
          There were a few problems with the 1.3 version of PC Angband,
        notably the trouble with Nexus breaths, and the trouble with the
        inventory sort losing your weapon if it got confused.  Also, the
        code to cast a bolt or ball spell and the display code were
        intoreably slow in the 'angexe13.exe' version, especially if you
        weren't able to run a disk cache.  This update fixes those bugs,
        and should run better than 'angexe13.exe'.  Source code has been
        uploaded to ftp.cis.ksu.edu as 'angsr131.exe', and the executable
        as 'angex131.exe'.  The executable uses a 128k overlay buffer (the
        same as 'angexe13.exe' did) and it requires only about 505k of
        free memory to run.  However, Angband 1.31 will now detect the
        presence of available EMS memory, and make use of up to 155k of
        it to improve the performance of the overalys.  If you have memory
        over 640k, you will probably want to read your manuals about how
        to make EMS memory available.  If you cannot make EMS memory
        available, you can still get nearly the same performance by using
        a disk cache.  For ideas on freeing up memory, or for an example
        of how to set up EMS memory, see the file 'free-mem.doc' packaged
        with this update.

Mar 7 1994	Fifth Update (PC Angband version 1.40)
	   This update contains 2 major changes; an enhanced speed system
	and a new system for maximum "stats".  The speed system is now
	proportional to your speed vs the monster's speed, so at higher
	speeds, each speed step is less important.  The stat system allows
	the 18/100 maximum to be adjusted for your character's race and
	class.  The racial and professional adjustments have also been
	modified.  For details on other changes, see 'whats.new' or
	'version.pc'.  Self-extracting archives have been uploaded to
	ftp.cis.ksu.edu as 'angsrc14.exe' and 'angexe14.exe' for source
	code and pre-compiled executable, respectively.  Playtesting has
	shown release 1.40 requires about 512k (524,488 bytes) of free
	memory to run.  As with the 1.31 release, PC Angband 1.40 will
	use EMS memory, if it is available.



