=== Options and Effects (Angband 2.7.9v6) === Most of the "options" are accessible through the '=' command, which provides an interface to the various "sets" of options available to the player. In the decriptions below, each option is listed as the textual summary which is shown on the "options" screen, plus the internal name of the option in brackets, followed by a textual description of the option. Note that the internal name of the option can be used in user pref files to force the option to a given setting, see "command.txt" for more info. Various concepts are mentioned in the descriptions below, including "disturb", (cancel any running, resting, or repeated commands, which are in progress), "flush" (forget any keypresses waiting in the keypress queue, including any macros in progress), "fresh" (dump any pending output to the screen). === Option Set 1 -- User Interface === Rogue-like commands [rogue_like_commands] Selects the "roguelike" command set (see "command.txt" for info). Activate quick messages [quick_messages] Allows the use of any keypress as a response to the "-more-" prompt (useful for monster farming). Allows most keys to mean "no" to any "[y/n]" prompt. Prompt for various information [other_query_flag] Forces the game to ask you before taking various actions, such as using things which might cause your pack to overflow. Forces the game to ask you which hand to place rings on. Prompt before picking things up [carry_query_flag] Forces the game to ask you if you want to pick something up when you do something that would normally cause the item to be picked up. Use old target by default [use_old_target] Forces all commands which normally ask for a "direction" to use the current "target" if there is one. Use of this option can be dangerous if you target locations on the ground, unless you clear them when done. Pick things up by default [always_pickup] Tells the game that walking onto an item should attempt to pick it up. Otherwise, you must use the "g" command, or the "-" command while walking. Combined with "carry_query_flag", allows you to selectively pick up all items which you step on. Repeat obvious commands [always_repeat] Tells the game that when you attempt to "open" a door or chest, "bash" a door, "tunnel" through walls, or "disarm" traps or chests, that you wish to "repeat" the command 99 times (see "command.txt"). Show dungeon level in feet [depth_in_feet] Display the dungeon depth in "feet" instead of as an actual level. This also affects the monster memory display. Merge inscriptions when stacking [stack_force_notes] Force otherwise identical objects to merge, even if one has an empty inscription and the other does not. The resulting stack keeps the non-empty inscription. Merge discounts when stacking [stack_force_costs] Force otherwise identical objects to merge, even if they have different discounts. The resulting stack keeps the largest discount. This option may cause you to lose "value", but will give you optimal pack usage. Show labels in object lists [show_labels] Display the "labels" for objects in the "equipment" list, and in any "special" window which is displaying the "equipment". These labels indicate what the player is "using" the object for, such as "wielding" or "wearing" (in a given location). After you have played for a while, this information is no longer useful, and can be annoying. In Zangband, this option also enables "full" names for identified 'flavored' objects, in other words, if this option is in use, an identified Potion of Speed could be listed (for example) as a Blue Potion of Speed. Show weights in object lists [show_weights] Display the weights of objects in the "inventory" and "equipment" lists, and in "stores", and in any "special" window which is displaying any of these lists. Show choices in certain sub-windows [show_choices] Indicate legal choices in "special" windows which display lists. Show details in certain sub-windows [show_details] Indicate extra details in "special" windows, currently used to activate the display of "death counts" and "monster descriptions" when recalling details about a monster. Audible bell (on errors, etc) [ring_bell] Attempt to make a "bell" noise when various "errors" occur. Use color if possible (slow) [use_color] This option enables the software support for "color". Since this makes the game slower, you should always disable this option if you are using a machine which is not capable of using color. Get last words when the character dies [last_words] Display a random line from the "death.txt" file when your character dies. If this option is not selected, the "You die." message is displayed instead. Allow shopkeepers and uniques to speak [speak_unique] If this option is in use, shopkeepers may sometimes whisper rumours to you. Also certain monsters start boasting as they attack you, and, when they die, they say their 'last words'. A speaking monster may also (if the option is selected) be wanted by the law, in which case you get the reward if you kill it. Display 'equippy' chars [equippy_chars] This option will show you a graphical representation of your worn equipment on the main screen. The 'equippy' chars will use the standard symbols of the respective items. === Option Set 2 -- Disturbance === Run past stairs [find_ignore_stairs] Ignore stairs when running. Run through open doors [find_ignore_doors] Ignore open doors when running. Run past known corners [find_cut] Cut sharply around "known" corners when running. This will result in "faster" running, but may cause you to run into a "lurking" monster. Run into potential corners [find_examine] Fully explore "potential corners" in hallways. Disturb whenever any monster moves [disturb_move] Disturb the player when any monster moves, appears, or disappears. This includes monsters which are only visible due to telepathy, so you should probably turn this option off if you want to "rest" near such monsters. Disturb whenever viewable monster moves [disturb_near] Disturb the player when any viewable monster moves, whenever any monster becomes viewable for the first time, and also whenever any viewable monster becomes no longer viewable. This option ignores the existence of "telepathy" for the purpose of determining whether a monster is "viewable". See also the "view_reduce_view" option. Disturb whenever map panel changes [disturb_panel] This option causes you to be disturbed by the screen "scrolling", as it does when you get close to the "edge" of the screen. Disturb whenever player state changes [disturb_state] This option causes you to be disturbed whenever the player state changes, including changes in hunger, resistance, confusion, etc. Disturb whenever boring things happen [disturb_minor] This option causes you to be disturbed by various bring things, including monsters bashing down doors, inventory feelings, and beginning to run out of fuel. Disturb whenever various things happen [disturb_other] This option is currently unused. Alert user to critical hitpoints [alert_hitpoint] Produce a "bell" noise, and flush all pending input, when your hitpoints reach the "critical point" chosen elsewhere, preventing stupid deaths. Alert user to various failures [alert_failure] Produce a "bell" noise, and flush all pending input, when various "failures" occur, as described above. === Option Set 3 -- Game-play === Allow unusually small dungeon levels [small_levels] This option enables the creation of levels of varying sizes. Levels that are as small as the town level (i.e. 1 'screen') are possible, yet they can be dangerous, especially for a low level character. Note that this option has the side effect of enabling / disabling 'destroyed' levels (they are enabled if small levels are). Allow empty 'arena' levels [empty_levels] Normal dungeon levels consist mostly of rock. If this option is in use, levels which have empty floor instead of solid rock may also be created (somewhat remniscent of Nethack's "big-room" levels). These levels can be extremely deadly, especially with breathing monsters (since there are few obstructions to shield). Arena levels may have vaults, nests and pits in them like normal levels. Some arena levels are dark when they are created, but most are lit. Auto-haggle in stores [auto_haggle] Disable "haggling" in stores, resulting in a ten percent sales tax on items which you would have otherwise been forced to haggle for. When this option is on, all prices listed in stores will be the actual price that you pay for an item, as opposed to the price that the shop-keeper will suggest. Auto-scum for good levels [auto_scum] This is a hack but allows you to force the generation of "good" levels in the dungeon. This option may be extremely slow on some machines, especially deep in the dungeon. The minimum "goodness" of the level is based on the dungeon level, so the deeper you go, the better the level will be. A lot of people consider this option to be cheating. Allow weapons and armor to stack [stack_allow_items] Allow identical weapons and armor to be combined into a stack. This also allows unidentified, but identical, ammo to be combined, which may result in the auto-identification of some of the ammo, but which makes it a lot easier to actually use unidentified ammo. Allow wands/staffs/rods to stack [stack_allow_wands] Allow identical wands/staffs/rods to be combined into a stack. This may force the items to be "unstacked" to use them, which may result in "overflow" of the stack. Also, the entire stack can be recharged (and possibly destroyed) at the same time. Expand the power of the look command [expand_look] Expand the "look" command to allow the user to "look" at grids which are not actually in view of the player, allowing the examination of objects/monsters which have only been detected by spells, or sensed via telepathy. Expand the power of the list commands [expand_wrap] Expand the "listing" commands so that they "wrap" at the "edges" of the appropriate list. This allows the "look" and "target" commands to "cycle" through all appropriate grids forever, and the "identify symbol" to browse through all of the monsters of a given type. Map remembers all perma-lit grids [view_perma_grids] Memorize all perma-lit floor grids which are seen by the player. This option allows you to keep track of which explored floor grids were perma-lit, but does not distinguish between dark floor grids, unexplored floor grids, and unknown grids. Turning off this option allows the player to always know which lit floor grids are in line of sight, but this is better accomplished by the "view_bright_lite" option. Note that any non-floor grids which is seen by the player are always memorized, and "object" which is seen by the player is memorized independantly from the memorization of the grid itself. Map remembers all torch-lit grids [view_torch_grids] Memorize all (torch-lit) floor grids which are seen by the player. This option not only allows you to keep track of which floor grids have been explored, but also which ones are "dark", because the use of this option activates a special "color scheme" for the display of floor grids, in which "dark" grids are drawn in "dark gray", "lit" grids are drawn in "white", and (if the "view_bright_lite" option is set) "lit" grids which are also in line of sight are drawn in "orange". Note that grids which are currently "torch-lit" are considered to be "lit", and are thus drawn in "white", unless the "view_yellow_lite" option is set, in which case they are drawn in "yellow". Generate dungeons with aligned rooms [dungeon_align] Force all rooms to be "aligned" with the "panel" divisions. This results in a much "prettier" dungeon, but may result in fewer greater vaults. Generate dungeons with connected stairs [dungeon_stair] Always generate a staircase back to the level you came from, if you used a staircase to get to the level. This is more "realistic", and "safer", but less of a "challenge" for some people. Monsters chase current location (v.slow) [flow_by_sound] Allow monsters to make paths to the player when they are nearby. This option is extremely slow, but can produce viciously smart monsters. Monsters chase recent locations (v.slow) [flow_by_smell] As above, but also allow monsters to take advantage of "old" trails that you may have left in the dungeon. Monsters follow the player (beta) [track_follow] This option is currently non-functional. Monsters learn from their mistakes [smart_learn] Allow monsters to learn what spell attacks you are resistant to, and to use this information to choose the best attacks. Monsters exploit players weaknesses [smart_cheat] Allow monsters to know what spell attacks you are resistant to, and to use this information to choose the best attacks. === Option Set 4 -- Efficiency === Use special symbols for the player char [player_symbols] If this option has been compiled in, it allows you to display your character using race / class / sex dependent colours and graphical symbols. Reduce lite-radius when running [view_reduce_lite] Reduce the "radius" of the player's "lite" to that of a "torch" when the player is "running", which makes running more "efficient", but is extremely annoying. Certain older versions of Angband used this behavior always, so "purists" should turn it on. Reduce view-radius in town [view_reduce_view] Reduce the "radius" of the player's "view" by half when the player is in town. This makes running faster in town, and also allows the player to ignore monsters in town which are more than ten grids away, which is usually safe, since none have distance attacks. Avoid checking for user abort [avoid_abort] Avoid checking to see if the user has pressed a key during resting or running or repeated commands. This not only makes the game much more efficient (on many systems), but also allows the use of certain obscure macro sequences, such as turning this option on, resting until done, turning this option off, and casting a spell. Note that the use of this option may be dangerous on certain "graphic" machines. Resting for long periods of time with this option set is dangerous since the resting may not stop until the user takes damage from starvation. Avoid processing special colors [avoid_other] Avoid processing the "multi-hued" or "clear" attributes of monsters. This will cause all "multi-hued" monsters to appear "violet" and all "clear" monsters to appear "white", and will cause "trappers" and "lurkers" to be visible on some machines, but it may greatly increase efficiency especially when telepathy is active. Certain systems may choose to set this option if they are unable to support the special "color" processing, but if they handle graphics "correctly", by using attr/char pairs with the "high bits" set, then not only will the game correctly avoid using any "dangerous" color processing, but it will allow such processing to occur when it is not dangerous. So if you are using graphics, and you use a "normal" attr/char for the "floor" grids, then you can use the "special lighting effects" for floors. Flush input on various failures [flush_failure] This option forces the game to flush all pending input whenever various "failures" occur, such as failure to cast a spell, failure to use a wand, etc. This is very useful if you use macros which include "directional" components with commands that can fail, since it will prevent you from walking towards monsters when your spells fail. Flush input whenever disturbed [flush_disturb] This option forces the game to flush all pending input whenever the character is "disturbed". This is useful if you use macros which take time, since it will prevent you from continuing your macro while being attacked by a monster. Flush input before every command [flush_command] This option forces the game to flush all pending input before every command. This option is silly, unless you are very paranoid. Flush output before every command [fresh_before] This option forces the game to flush all output before every command. This will give you maximal information, but may slow down the game somewhat. Note that this option is only useful when using macros, resting, running, or repeating commands, since the outout is always flushed when the game is waiting for a keypress from the user. Flush output after every command [fresh_after] This option forces the game to flush all output after not only every player command, but also after every round of processing monsters and objects, which will give you maximal information, but may slow down the game a lot, especially on slower machines, and on faster machines you normally do not have a chance to see the results anyway. Flush output after every message [fresh_message] This option forces the game to flush all output after every message displayed by the game. This will give you maximal information, but may slow down the game somewhat. Compress messages in savefiles [compress_savefile] Compress the savefile, by only saving the most recent "messages" that the player has received. This can cut the size of the savefile by a drastic amount, but will result in the loss of message information. Hilite the player with the cursor [hilite_player] Place the visible cursor on the player. This looks fine on some Unix machines, but horrible on most graphics machines. Note that only some machines are able to *not* show the cursor, but on those machines, hiding the cursor often speeds up the game and looks better. Use special colors for torch-lit grids [view_yellow_lite] This option causes special colors to be used for "torch-lit" grids in certain situations (see "view_granite_lite" and "view_special_lite"). Turning this option off will slightly improve game speed. Use special colors for 'viewable' grids [view_bright_lite] This option causes special colors to be used for non "viewable" grids in certain situations (see "view_granite_lite" and "view_special_lite"). When this option is set, floor grids which are normally drawn in "white" but which are not currently "viewable" by the player are instead drawn in "dark gray". This makes the "viewable" grids to appear "brighter" than the others, allowing the player to easily determine which floor grids are in "line of sight". Turning this option off will probably increase the speed of the game. Use special colors for wall grids (slow) [view_granite_lite] This option activates a special color scheme for all "wall" grids which are normally drawn in "white" (as walls and rubble normally are). When the player is blind, we use "dark gray", else if the grid is torch-lit, we use "yellow" (or "white") depending on the "view_yellow_lite" option, else if the "view_bright_lite" option is set, and the grid is not in line of sight, or the grid is dark, or the grid is only "partially" lit, then we use "gray", otherwise we use the normal "white". Turning this option off will probably increase the speed of the game. Use special colors for floor grids (slow) [view_special_lite] This option activates a special color scheme for all "floor" grids which are normally drawn in "white" (as they normally are). When the player is blind, we use "dark gray", else if the grid is torch-lit, we use "yellow" (or "white") depending on the "view_yellow_lite" option, else if the grid is "dark", we use "dark gray", else if the "view_bright_lite" option is set, and the grid is not in line of sight, we use "gray", otherwise we use the normal "white". Turning this option off will probably increase the speed of the game. === Cheating Options === Peek into object creation [cheat_peek] Cheaters never win. But they can peek at object creation. Peek into monster creation [cheat_hear] Cheaters never win. But they can peek at monster creation. Peek into dungeon creation [cheat_room] Cheaters never win. But they can peek at room creation. Peek into something else [cheat_xtra] Cheaters never win. But they can see debugging messages. Know complete monster info [cheat_know] Cheaters never win. But they can know all about monsters. Allow player to avoid death [cheat_live] Cheaters never win. But they can cheat death. === Window flags === This section needs some more details... === Left Over Information === The "hitpoint_warn" value, if non-zero, is the percentage of maximal hitpoints at which the player is warned that he may die. It is also used as the cut-off for using red to display both hitpoints and mana. The "delay_factor" value, if non-zero, is used to "slow down" the game, which is useful to allow you to "observe" the temporal effects of bolt, beam, and ball attacks. The actual delay is equal to "delay_factor" cubed, in milliseconds. The "preserve" flag, if set when the character was created, cancels all level feelings of the "special" variety, but allows "missed" artifacts to be "saved" by wandering monsters and found again at a later time. This only works for non-identified artifacts. The "maximize" flag, if set when the character was created, causes the "race" and "class" stat bonuses to be applied as "equipment" bonuses. This usually makes the character harder at the beginning of the game, but easier later on, since the stats are no longer limited to a "natural" value of "18/100". +++ Ben +++