The Ledger

September 12, 2026

Neo Angband v1.12.0

Added

  • VisibleUIModding-API Content mods can declare recovered historical object art per bundled tile pack. Native atlas cells overlay missing classic mappings before tile fillers run, while a mod-owned standalone image can supply a confirmed substitute where a pack has no real art (#218).

  • VisibleUI Mods can show the selected store item’s full description on the message line. The dedicated display seam remains off by default, preserving Angband’s ordinary store screen until an opt-in convenience enables it (#214).

  • VisibleUI Mods can opt store item names into a trailing ellipsis when they exceed their list column. Core keeps Angband’s exact plain truncation unless a display mod enables the dedicated seam (#214).

  • VisibleModding-API Mods can select the full-detail Map overview instead of the compressed ASCII miniature. This lets an opt-in convenience preserve every known cave grid while keeping the core default faithful to Angband’s text-terminal map (#212).

  • VisibleUIModding-API Switching a mod on that declares any features now asks which of them to turn on, rather than silently taking the manifest’s own defaults: enable default features, choose features to enable (opens that mod’s own options screen), or enable none of them regardless of default. Enabling several mods in one visit to the Mods screen asks once per mod, in order, before the single reload that applies them all. The “Enable all options from recommended mods…” bulk action changes meaning to match: checked, it takes every mod’s own default features (plus every optional part) with no per-mod question; unchecked, it now asks the same per-mod question instead of silently taking defaults.

Fixed

  • Visible Curing blindness now refreshes the view immediately, instead of leaving reading and spellcasting blocked until the next move. The player’s own grid could keep reading as unseen (still showing “You have no light to read by.” / “You cannot see!”) after blindness cleared with no move in between - a rest, or a cure landing while stationary - because nothing recomputed the view on a blindness transition; a later move papered over the gap by recomputing anyway, which is why it went unnoticed until now (#220).

  • VisibleModding-API Restored store discount handlers now apply to a new character’s initial town stock after enabled plugins finish registering. Later maintenance already used the live handler; the initial shelves now do too (#219).

  • VisibleUIModding-API Object registry binding now rejects duplicate tval/sval pairs before graphics preferences can misdirect an item tile. Mod-added objects sharing an existing tval retain their own mapping and fall back to their ASCII glyph when a tile pack has no matching art (#218).

  • VisibleUI Linoleum tiles for nearby live monsters and floor items now begin loading before they enter view. Floor items reuse the flavor-aware display tile selection, so an unidentified item never warms its true kind tile (#215).

  • VisibleUI A spell’s description in the Cast, Study, and Browse menus no longer drops text mid-word. The description pane was wrapped to the full terminal width regardless of how narrow the boxed menu actually sat, so a line could run past the box’s real edge and lose whatever did not fit; it now wraps to the box’s own available width (#217).

  • VisibleUI The Linoleum Map overview now rebuilds when a tile image finishes loading. Tiles that were still loading when the overview opened no longer remain ASCII until it is reopened (#216).

  • VisibleUI The graphics Map overview now uses high-quality smoothing when its complete picture is reduced to fit the modal. Its final scale was forcing nearest-neighbour sampling despite the upstream graphical overview using linear scaling (#211).

  • VisibleUI A responsive mod display can now use the terminal’s actual bounded surface instead of guessing from the browser window. This keeps a mod’s enlarged layout aligned with the game view when it is narrower or offset, without changing the default fixed-grid renderer (#207).

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