The Ledger

September 12, 2026

Neo Angband v1.13.0

Added

  • VisibleUI Subwindows now offer every non-Borg content type from Angband 4.2.6, not just the four lists that previously lived in a fixed side column. = then w can show inventory, equipment, the four player displays, the dungeon map, messages, the overhead view, monster and object recall, the monster and item lists, and the status line, each in its own panel (#191).

Changed

  • VisibleUI Subwindow panels tile the viewport with the main view instead of stacking in one right-hand column. Right-click-drag docks a panel onto another panel’s edge, splitters resize the tiles, and the arrangement always fills the window with no gaps. The layout is stored with the on/off flags and still starts with every panel off; enabling the original Term-1 through Term-7 types places them around a large main view (#191).

Fixed

  • Visible A drained stat’s number now updates on the character screen at the moment it is actually drained, instead of only after some later action happens to recompute derived stats. The stat’s color still flipped immediately and the drain message still fired, but the displayed current/best values could keep reading as undrained for a while, which read as though the drain message and color change had happened with no real effect (#223).

  • VisibleUI A revealed trap, and the player’s own tile (including a mod’s shapechange override), are now warmed ahead of time along with terrain, monsters and floor items, so they no longer flash their ASCII glyph for a frame before the real tile loads in a Linoleum-engine tile pack (#224).

  • VisibleModding-API Toggling a tile mod off and back on within the same visit to the Mods screen now correctly offers to pick a tile set again on reload. The “is this newly available” check compared against a snapshot taken when the screen was first opened, so a mod already enabled at that moment still read as unchanged after an off-then-on cycle, and the reload happened without ever routing to Graphics (#208).

  • Visible A spell’s projectile or explosion animation can no longer leave a stray marker glyph stuck on an unexplored cell if something interrupts the animation partway through. The animation always reaches a cleanup redraw now, even when a step fails, instead of leaving the interrupted frame on screen indefinitely (#222, #213).

  • VisibleParity Resting no longer refuses to spend even one turn just because a monster is known somewhere on the level. The check gating rest used the flag telepathy sets at unlimited range with no regard for line of sight, and ignored the disturb_near option entirely, so a single telepathically-sensed monster anywhere made resting impossible from any position, forever, regardless of that option (#225).

  • VisibleUI Clicking a distant tile pathfinds there again instead of taking a single step. The click handler required the destination to be currently lit, which a click beyond torch radius almost never is, so the pathfind branch was practically unreachable and every distant click silently fell back to a one-step walk. Matches upstream’s own click handler, which has no such requirement (#192). Reported by darkness.

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