The Ledger

September 27, 2026

Neo Angband: AnybandUI v1.0.0

Added

  • VisibleUI Optional visual effects for the dungeon view. They include a CRT look with scanlines, a red tint below the game’s hit point warning, a burst at death, glows on floor items that are artifacts, cursed or carry an unknown rune, marks over sleeping creatures, a haze around uniques, rings for hits, misses, spells, healing and teleports, and flashes where a ball or breath lands. Each has its own switch and starts off. They sit over text and tiles alike and follow the zoom and camera, and animated ones hold still when your system asks for reduced motion. On a version of the game with numeric mod settings, each effect also has a strength setting on the Mods screen, from 0% to 100%.
  • VisibleUI The item, spell, quickbar and rest cards open as panes in the game’s own window layout. On a game version that tiles mod panels, each card docks, tabs and resizes with the dungeon view and the subwindows, and the layout remembers where you put it. The quickbar docks along the bottom and sizes itself to its rows. On an older version the cards open over the game as before. With zoom on, Ctrl-Shift with the zoom keys now scales these cards too, from 75 to 150 percent.
  • VisibleUI A store window where you can buy, sell, stash and compare. In a store or your home it shows the stock beside your pack with prices, greys out what the store will not take or you cannot afford, and compares anything wearable with each slot it could go in. Buying and selling go through the game’s own questions about how many and at what price. On an older version of the game the window only shows the stock. Each part has its own switch and starts off.
  • VisibleUI A spell panel, a thirty-slot quickbar, a rest panel and a blast preview. The spell panel lists each carried book’s spells with mana, fail rate and description, says how many new spells you can learn, and casts or studies with a click. The quickbar puts spells, potions, scrolls, wands, activations and simple commands on the number keys, with Shift and Ctrl rows, and each character keeps its own slots. The rest panel answers the game’s rest prompt, shows how long a rest has left and can stop it. While you aim a ball or breath, the blast preview shades the tiles it would reach. Each has its own switch and starts off.
  • VisibleUI An item panel for your pack, equipment, quiver and the floor. It lists what you carry, wear and stand on, shows the game’s own description of the selected item in sections you can fold, and compares it with each slot it could go in. It answers the game’s quantity and item questions with buttons, marks new items, and offers buttons to wield, drop, inscribe, use or ignore the selected item. Your ignore settings and auto-inscriptions can be changed from the panel too. Each part has its own switch and starts off.
  • VisibleUI Click to walk, a right-click menu for each tile, and a gold aiming path. A left-click steps or travels to a tile, attacks a creature next to you, or picks the target while you aim. Shift-click a tile next to you to run that way, and Ctrl-click any tile to make it your target. A right-click lists what you can do on that tile. While you aim, a gold line shows where the shot would go. Each has its own switch and starts off.
  • VisibleUI Zoom and pan, hover cards and a full-level map overview, brought over from Quality of Life. Zoom keeps whole cells so tiles stay crisp, and it can also follow your character, pan with a mouse drag, keep the aiming cursor on screen and centre on each new level. Hover cards work on the dungeon view and the map overview with one shared delay. The map overview adds an outline of the main view, landmark markers with a legend, mouse zoom and pan, and a flat-colour schematic mode. Each feature has its own switch and starts off.
  • VisibleUI High-contrast and colourblind displays, first-encounter alerts, an itemized quiver and sharper shrunken tiles, brought over from Quality of Life. Each has its own switch and starts off. The two display filters also cover this mod’s panels. If a Quality of Life version from before the move is also on, the AnybandUI switches for these, zoom and hover cards stay off, so nothing is drawn twice.
  • VisibleUI Panels for the character column, the status line and the message line. Each has its own switch on the Mods screen and starts off. The character card shows bars for hit points, spell points, food and experience beside your stats, gold, armour and speed, and on a game version with movable panels it is a panel of its own. The status panel shows a badge for each timed effect, a card for the current level, and a badge while the Borg or another mod is playing for you. The message log folds repeated messages, can be searched, and carries on past a -more- pause when clicked.
  • Internal The mod repository, with a plugin that loads and adds nothing to the screen. It declares no capabilities and logs one line when the game loads it.