September 28, 2026
Neo Angband v1.19.1
Added
- VisibleModding-API Mods can set the ground colour of the text subwindows, or of every terminal, with
ctx.display.setTerminalGroundunderdisplay:filter. Cell backgrounds and text colours stay the game’s, and screen dumps still report the game’s own colours. - VisibleModding-API Mods can make HTTP requests through the game with
ctx.net, including to servers that send no CORS headers. Anetwork:capability may now name a port (network:localhost:8010) ornetwork:localfor this computer and a home network, and each request is checked against those grants. In the desktop app the main process sends the request, keeps a mod’s API keys encrypted where the page cannot read them, and asks the player before reading an environment variable; in a browser tab it is an ordinaryfetchand keys stay in page storage. (#300) - VisibleModding-API An autoplayer can mark the save nondeterministic when its controller installs rather than when the mod is enabled, keep the ordinary death flow, and carry on to the next character.
controller()may return{ controller, nondeterministic, onDeath },ctx.controller.markNondeterministic()marks the save later in a session, andctx.saves.create({ resumeAutoplayer: true })starts a character the same autoplayer takes over without a second prompt. (#300) - VisibleModding-API The
player-commandevent reports each command the player issues, with its arguments and the input token it answered. Keys, keymaps, the mouse and mod intents all fire it; an autoplayer’s commands do not. (#300) - VisibleModding-API The player’s status now says whether the character is too afraid to fight, from any cause.
status.fearfulcovers Terror and fear from curses, items and shapes as well as the Fear timer, andstatus.terror,status.amnesiaandstatus.imagereport those timers. - InternalModding-API Mods can repaint the window chrome.
ctx.display.setChromeThemeunderdisplay:filtersets its colours, font, corner rounding and shadow, and clearing it puts the game’s own look back (#299).
Changed
- VisibleUI Panel title bars, tabs and buttons look like Angband. They use the game’s own 8x13 font and colours instead of a system font and a gold highlight (#299).
- VisibleUI The notice about panels sharing a space fades after a few seconds. It appears at the top of the dungeon view instead of the message line, and it no longer fills the message log (#301).
- VisibleUI Closing a panel gives its space to the panels that need it. Cramped panels beside it grow first, and otherwise the dungeon view takes the room instead of the other panels stretching (#302).
- VisibleUI A mod’s panels open when you first turn it on. Each one opens where the mod places it, and a panel you close stays closed until you add it again from Subwindow setup (#296).
- VisibleUI Panels opened beside the dungeon view no longer shrink it each time. A new panel on a side that already has panels joins them and shares their space, so only the first panel on each side takes room from the map (#297).
Removed
- Internal Removed this repo’s own Discord release announcer. Its workflow, script and test are gone, and the release workflow no longer dispatches it. The releases site at releases.rpgm.tools now posts each new release to the Neo Angband announcements forum.
Fixed
- VisibleModding-API Mods and autoplayers no longer learn what the player cannot see or has not identified. A square’s occupant, the monster list and floor objects are reported only when the player perceives or remembers them, in an autoplayer’s view as in any other, and an item’s ego, artifact, bonuses, runes, curses and value come from what the player knows about it, as its name already did. (#304)
- Visible Wielding a light in the dark, or a light going out, now redraws the view at once rather than on the next step. (#305)
- Visible Stun, poison and cuts now wear off faster with Constitution from equipment and shapes, not only base Constitution. (#310)
- Visible Monsters’ status changes are now announced: holding, haste and slowness running out, confusion and stuns from your blows and shield bashes, and monsters waking to noise. (#311)
- Visible Dwarves now sense treasure veins within three squares, as long as they are not afraid, confused, stunned or otherwise impaired. (#312)
- Visible Standing still to enter a shop no longer gives monsters a turn. Walking back out takes the turn, as in the original. (#313)
- VisibleModding-API An autoplayer mod sees item names and shop prices the way the player does. Its view used to carry only each item’s raw kind name, so it could not tell a Potion of Cure Light Wounds from any other potion. Wares in a shop are now named as the shop screen names them, which shows a potion’s name even before its flavour is known. (#300)
- VisibleUI Turning off a mod feature no longer leaves a “mod is not loaded” pane behind. The pane leaves the screen and comes back to the same place when you turn the feature on again. A pane whose mod is missing now names the mod instead of showing its id (#298).
Downloads
- neo-angband-web-1.19.1.zip22 MB
- Neo.Angband-1.19.1-amd64.deb117 MB
- Neo.Angband-1.19.1-arm64-mac.dmg135 MB
- Neo.Angband-1.19.1-arm64-mac.zip135 MB
- Neo.Angband-1.19.1-portable.exe117 MB
- Neo.Angband-1.19.1-win.zip155 MB
- Neo.Angband-1.19.1-x64-mac.dmg140 MB
- Neo.Angband-1.19.1-x64-mac.zip140 MB
- Neo.Angband-1.19.1-x64.tar.gz137 MB
- Neo.Angband-1.19.1-x86_64.AppImage144 MB
- Neo.Angband.Setup.1.19.1.exe117 MB