The Ledger

September 13, 2026

Neo Angband v1.14.0

Added

  • VisibleUI The dungeon map subwindow has its own graphics dropdown. ASCII and all installed, enabled graphics packs are selectable independently of the main view, with the choice retained across reloads and subwindow pref-file save/restore (#239).
  • VisibleUI Subwindow setup can save and restore a personal default layout. Save as my default snapshots the current panel selection and tiling arrangement separately from the live layout; Restore my default reapplies it, or reports that no saved default is available (#236).
  • VisibleUI Each subwindow panel now has its own close control in its title bar. A panel can be closed directly from its own chrome, the same as unchecking it in the Interface Options subwindow checklist (#246).
  • VisibleUI “Save subwindow setup to pref file” now dumps the full tiled panel arrangement, not just its header, and “Load a user pref file” restores it. A subwindow layout can now be carried between installs (hosted and local, or one machine to another) the same way any other pref file is (#238).
  • VisibleModding-API A mod can now read and resize any subwindow panel’s own whole-cell geometry, and add a control to its title bar. ctx.subwindows mirrors ctx.display’s geometry seam, but scoped to one tiled panel instead of the main view, for a mod implementing its own per-panel zoom gesture (#241).
  • VisibleUI Dragging a subwindow panel now outlines every place it could be dropped on every other panel at once, instead of only revealing one target’s drop zone as the cursor happens to pass over it, and a panel’s title bar carries a small drag-handle cue with a tooltip explaining that right-click-drag rearranges it (#249).
  • VisibleModding-API The display seam a mod reads now reports a distinct mode while any full-screen modal is open, not only a shop screen, matching every place core itself already hides tiled subwindow panels for the same reason (#250).
  • VisibleUI Tiled text panels (message history, monster/item lists, and every other panel painted from plain text lines) now wrap content wider than the panel instead of clipping it, and can be scrolled with the mouse wheel or a trackpad swipe to see everything that overflows (#258).
  • VisibleModding-API A mod can now register its own named block of state in the subwindow pref-file export/import, saved and restored alongside the tiled panel arrangement itself (a per-panel zoom level, for instance) without teaching core anything about what that state is. An unregistered or malformed block is a silent no-op, exactly like any other unrecognised pref line, and can never alter core’s own subwindow layout (#262).

Changed

  • VisibleUI The Display player (basic) subwindow reads in a clearer order. Identity, then age/height/weight/turns, then level/experience/gold/burden/depth, then the stat table, then combat stats, then saving throw and skills, then flavor text last (#243).
  • VisibleUI The Display player (extra) subwindow’s Sustains block now leads, ahead of the resistance/ability/hindrance/modifier regions, and carries its own stat row labels. Shown on its own in this subwindow, without the stat table beside it, the block previously gave no indication of which row was which stat (#244).
  • VisibleUI A newly-enabled subwindow panel without a saved arrangement of its own now joins a full multi-panel default layout, built around a main view sharing its row with the dungeon map, instead of upstream’s flat Term-1..7 right-hand column (#236).

Fixed

  • VisibleUI The title screen and every pre-play screen (Open, Update, Profile, character creation) now fill the whole viewport, instead of being confined to whatever sub-rectangle the persisted subwindow tiling layout currently allots the main view, leaving the space belonging to other (inert, pre-game) panels as dead black space (#260).
  • VisibleUI Subwindow panels no longer blank out during ordinary gameplay. Opening the Options Menu, an inventory or spell selection screen, the character sheet, a shop, the target loop, or waiting out a “-more-” message prompt used to hide every other enabled panel for as long as the screen was up; they now keep showing their last-rendered content undisturbed (#261).
  • VisibleModding-API The display seam a mod reads now reports a distinct mode while a shop screen is open, rather than reporting ordinary play. A mod-rendered overlay meant only for ordinary play can now hide itself over a shop’s own item listing instead of painting across it (#234).
  • VisibleUI A subwindow panel no longer draws over a full-screen modal. The Options Menu, the inventory selection screen, and every other screen that takes over the keyboard now hide every tiled panel while they are up, instead of leaving one floating over part of the screen (#248).
  • VisibleLocalization A message wrapping a substituted value in quote marks, such as “Loaded ‘Amram.prf’.”, now actually substitutes the value. The single quote immediately before the placeholder was read as the start of a brace-escape sequence instead of a literal apostrophe, so the placeholder itself never resolved (#247).

Downloads