1 === Options and Effects ===
3 Most of the "options" are accessible through the '=' command, which
4 provides an interface to the various "sets" of options available to the
7 In the descriptions below, each option is listed as the textual summary
8 which is shown on the "options" screen, plus the internal name of the
9 option in brackets, followed by a textual description of the option.
11 Note that the internal name of the option can be used in user pref
12 files to force the option to a given setting, see "command.txt" for
15 Various concepts are mentioned in the descriptions below, including
16 "disturb", (cancel any running, resting, or repeated commands, which
17 are in progress), "flush" (forget any keypresses waiting in the keypress
18 queue, including any macros in progress), "fresh" (dump any pending
19 output to the screen).
23 === Option Set 1 -- Input from keyboard ===
25 ***** <rogue_like_commands>
26 Rogue-like commands [rogue_like_commands]
27 Selects the "roguelike" command set (see "command.txt" for info).
30 Pick things up by default [always_pickup]
31 Tells the game that walking onto an item should attempt to pick it
32 up. Otherwise, you must use the "g" command, or the "-" command
33 while walking. Combined with "carry_query_flag", allows you to
34 selectively pick up all items which you step on.
36 ***** <carry_query_flag>
37 Prompt before picking things up [carry_query_flag]
38 Forces the game to ask you if you want to pick something up when
39 you do something that would normally cause the item to be picked
42 ***** <quick_messages>
43 Activate quick messages [quick_messages]
44 Allows the use of any keypress as a response to the "-more-" prompt
45 (useful for monster farming). Allows most keys to mean "no" to any
49 Automatically clear '-more-' prompts [auto_more]
50 The game does not wait for a keypress when it comes to a -more-
51 prompt, but carries on going.
54 Enable command selection menu [command_menu]
56 ***** <other_query_flag>
57 Prompt for floor item selection [other_query_flag]
58 Forces the game to ask you before select an item on floor.
60 ***** <use_old_target>
61 Use old target by default [use_old_target]
62 Forces all commands which normally ask for a "direction" to use the
63 current "target" if there is one. Use of this option can be
64 dangerous if you target locations on the ground, unless you clear
68 Repeat obvious commands [always_repeat]
69 Tells the game that when you attempt to "open" a door or chest,
70 "bash" a door, "tunnel" through walls, or "disarm" traps or chests,
71 that you wish to "repeat" the command 99 times (see "command.txt").
73 ***** <confirm_destroy>
74 Prompt for destruction of known worthless items [confirm_destroy]
75 Normally, no confirmation will be asked if you attempt to destroy
76 an object which you know to be worthless. If this option is set,
77 the Destroy command always asks for confirmation.
80 Confirm to wear/wield known cursed items [confirm_wear]
81 Some players may occasionally, due to a typing mistake, find
82 themselves wearing an item which they knew was cursed. If this
83 option is set, you should be safe from such typing mistakes: you
84 will be prompted if you attempt to wear or wield an item if your
85 character knows it is cursed.
88 Prompt before exiting a quest level [confirm_quest]
89 In the dungeon, you can freely climb up/down stairs and can return
90 to former floors normally. But in some quest level, including the
91 random quest, you can not return once you escaped from the level.
92 If this option is set, the program asks for confirmation before
93 you go up the stairs from such quest levels.
96 Allow targetting pets [target_pet]
97 Normally, the program doesn't automatically choose pets as target
98 in the targeting mode of attack spells. If this option is set, the
99 program always choose every monsters in sight as target.
102 Automatically open doors [easy_open]
103 Makes it easy for your character to open a door: simply by walking
104 into it! Also the open command will automatically select one
105 direction if only one door is near you.
108 Automatically disarm traps [easy_disarm]
109 Makes it easy for your character disarm a trap: simply by walking into
110 it! Also the disarm command will automatically select one direction
111 if only one known trap is near you.
114 Display floor stacks in a list [easy_floor]
115 Lets you select an item from a stack on the floor by browsing a
116 list. Also the look command will describe floor stack as "You see
117 a stack of n items.", when there is more than one item on a floor
118 grid, and display a list of items when you press 'x' at that time.
121 Allow unified use command [use_command]
122 Unifies the item commands like "zap a rod", "use a staff", "eat
123 food", "aim a wand", ... into a general "use object" command. The
124 command in the original keymap is "u", and "a" in the roguelike
125 mode. The standard commands for eat, quaff, read, zap, aim, ... are
126 still available, but can be used for macros.
129 Allow casting spells when short of mana [over_exert]
130 Normally, Hengband restricts you from casting spells when you don't
131 have enough mana. If this option is set, the program allow you to
132 cast spells at such dangerous situation.
135 === Option set 2 -- Screen output ===
137 ***** <depth_in_feet>
138 Show dungeon level in feet [depth_in_feet]
139 Display the dungeon depth in "feet" instead of as an actual level.
140 This also affects the monster memory display.
143 Show labels in object listings [show_labels]
144 Display the "labels" for objects in the "equipment" list, and in
145 any "special" window which is displaying the "equipment". These
146 labels indicate what the player is "using" the object for, such as
147 "wielding" or "wearing" (in a given location). After you have
148 played for a while, this information is no longer useful, and can
152 Show weights in object listings [show_weights]
153 Display the weights of objects in the "inventory" and "equipment"
154 lists, and in "stores", and in any "special" window which is
155 displaying any of these lists.
157 ***** <show_item_graph>
158 Show items graphics [show_item_graph]
159 Displays small icons of the items in your "inventory" list,
160 "equipment" list and "stores".
162 ***** <equippy_chars>
163 Display 'equippy' chars [equippy_chars]
164 This option will show you a graphical representation of your worn
165 equipment on the main screen. The 'equippy' chars will use the
166 standard symbols of the respective items.
168 ***** <display_mutations>
169 Display mutations in 'C'haracter Display [display_mutations]
170 Normally, if your character has gained mutations, they will be
171 displayed in an extra 'h' mode window under the 'C'haracter
172 Description command. Some players may wish to view mutations only
173 via the knowledge command ('~' or '|') and do not want any extra
174 screens in the Character Description: they should set this option.
176 ***** <plain_descriptions>
177 Plain object descriptions [plain_descriptions]
178 This option disables "full" names for identified 'flavored'
179 objects, in other words, if this option is not in use, an
180 identified Potion of Speed could be listed (for example) as a Blue
181 Potion of Speed. If you prefer simpler, less verbose descriptions,
184 ***** <center_player>
185 Center map while walking (*slow*) [center_player]
186 The map always centers on the player with this option on. With it off, it
187 is divided into 25 sections, with coordinates (0,0) to (4,4), and will
188 show one section at a time.
190 ***** <center_running>
191 Centering even while running [center_running]
192 Normally, the map does not center on the player if the player
193 moves with the "run" command, only when the running finishes. If
194 this option is set, the map always centers on the player.
196 ***** <view_yellow_lite>
197 Use special colors for torch-lit grids [view_yellow_lite]
198 This option causes special colors to be used for "torch-lit" grids
199 in certain situations (see the entries for"view_granite_lite" and
200 "view_special_lite"). Turning this option off will slightly improve
203 ***** <view_bright_lite>
204 Use special colors for 'viewable' grids [view_bright_lite]
205 This option causes special colors to be used for non "viewable"
206 grids in certain situations (see "view_granite_lite" and
207 "view_special_lite"). When this option is set, floor grids which
208 are normally drawn in "white" but which are not currently
209 "viewable" by the player are instead drawn in "dark gray". This
210 makes the "viewable" grids to appear "brighter" than the others,
211 allowing the player to easily determine which floor grids are in
212 "line of sight". Turning this option off will probably increase the
215 ***** <view_granite_lite>
216 Use special colors for wall grids (slow) [view_granite_lite]
217 This option activates a special color scheme for all "wall" grids
218 which are normally drawn in "white" (as walls and rubble normally
219 are). When the player is blind, we use "dark gray", else if the
220 grid is torch-lit, we use "yellow" (or "white") depending on the
221 "view_yellow_lite" option, else if the "view_bright_lite" option
222 is set, and the grid is not in line of sight, or the grid is dark,
223 or the grid is only "partially" lit, then we use "gray", otherwise
224 we use the normal "white". Turning this option off will probably
225 increase the speed of the game. This option may not work well if
226 the attr/char codes for walls/veins have been changed.
228 ***** <view_special_lite>
229 Use special colors for floor grids (slow) [view_special_lite]
230 This option activates a special color scheme for all "floor" grids
231 which are normally drawn in "white" (as they normally are). When
232 the player is blind, we use "dark gray", else if the grid is
233 torch-lit, we use "yellow" (or "white") depending on the
234 "view_yellow_lite" option, else if the grid is "dark", we use
235 "dark gray", else if the "view_bright_lite" option is set, and the
236 grid is not in line of sight, we use "gray", otherwise we use the
237 normal "white". Turning this option off will probably increase the
238 speed of the game. This option may not work well if the attr/char
239 codes for walls/veins have been changed
241 ***** <new_ascii_graphics>
242 Show a clear contrast between light and dark [new_ascii_graphics]
243 This option activates a special color scheme for all grids other
244 than normal white color, when used with view_bright_lite and/or
248 Display actual path before shooting [display_path]
249 When this option is set, the targeting mode will show path from
250 you to current target point continuously.
252 ***** <always_show_list>
253 Always show list at first when select items [always_show_list]
254 When this option is set, all commands which lets you to choose an
255 item from inventory or equipment list will automatically show list
259 === Option set 3 -- Game playing ===
262 Auto-scum for good levels [auto_scum]
263 This is a hack but allows you to force the generation of "good"
264 levels in the dungeon. This option may be extremely slow on some
265 machines, especially deep in the dungeon. The minimum "goodness" of
266 the level is based on the dungeon level, so the deeper you go, the
267 better the level will be.
269 ***** <stack_force_notes>
270 Merge inscriptions when stacking [stack_force_notes]
271 Force otherwise identical objects to merge, even if one has an
272 empty inscription and the other does not. The resulting stack keeps
273 the non-empty inscription.
275 ***** <stack_force_costs>
276 Merge discounts when stacking [stack_force_costs]
277 Force otherwise identical objects to merge, even if they have
278 different discounts. The resulting stack keeps the largest
279 discount. This option may cause you to lose "value", but will give
280 you optimal pack usage.
283 Expand the power of the list commands [expand_list]
284 Expand the "listing" commands so that they "wrap" at the "edges" of
285 the appropriate list. This allows the "look" and "target" commands
286 to "cycle" through all appropriate grids forever, and the "identify
287 symbol" to browse through all of the monsters of a given type.
289 ***** <view_perma_grids>
290 Map remembers all perma-lit grids [view_perma_grids]
291 Memorize all perma-lit floor grids which are seen by the player.
292 This option allows you to keep track of which explored floor grids
293 were perma-lit, but does not distinguish between dark floor grids,
294 unexplored floor grids, and unknown grids. Turning off this option
295 allows the player to always know which lit floor grids are in line
296 of sight, but this is better accomplished by the "view_bright_lite"
297 option. Note that any non-floor grids which is seen by the player
298 are always memorized, and "object" which is seen by the player is
299 memorized independently from the memorization of the grid itself.
301 ***** <view_torch_grids>
302 Map remembers all torch-lit grids [view_torch_grids]
303 Memorize all (torch-lit) floor grids which are seen by the player.
304 This option not only allows you to keep track of which floor grids
305 have been explored, but also which ones are "dark", because the use
306 of this option activates a special "color scheme" for the display
307 of floor grids, in which "dark" grids are drawn in "dark gray",
308 "lit" grids are drawn in "white", and (if the "view_bright_lite"
309 option is set) "lit" grids which are also in line of sight are
310 drawn in "orange". Note that grids which are currently "torch-lit"
311 are considered to be "lit", and are thus drawn in "white", unless
312 the "view_yellow_lite" option is set, in which case they are drawn
315 ***** <view_unsafe_grids>
316 Map marked by detect traps [view_unsafe_grids]
317 Unknown grids that have not been traversed previously, or had a
318 detect trap spell cast on them are marked with a grey 'x'. This
319 allows you to determine where in the dungeon you have cast detect
320 traps, but does not ensure that grids not marked with a grey 'x'
321 are trap free. This option has no effect on surface grids, but
322 outdoor locations cannot be trapped.
325 Allow unusually small dungeon levels [small_levels]
326 This option enables the creation of levels of varying sizes. Levels
327 that are as small as the town level (i.e. 1 'screen') are possible,
328 yet they can be dangerous, especially for a low level character.
329 Note that this option has the side effect of enabling / disabling
330 'destroyed' levels (they are enabled if small levels are).
332 ***** <always_small_levels>
333 Always create unusually small dungeon levels [always_small_levels]
334 If this option is enabled, then every level will be smaller than
335 usual. See the 'Allow unusually small dungeon levels' option
336 above. In the 'Yeek cave', this option is always enabled.
339 Allow empty 'arena' levels [empty_levels]
340 Normal dungeon levels consist mostly of rock. If this option is in
341 use, levels which have empty floor instead of solid rock may also
342 be created (somewhat reminiscent of Nethack's "big-room" levels).
343 These levels can be extremely deadly, especially with breathing
344 monsters (since there are few obstructions to shield). Arena levels
345 may have vaults, nests and pits in them like normal levels. Some
346 arena levels are dark when they are created, but most are lit.
348 ***** <bound_walls_perm>
349 Boundary walls become 'permanent wall' [bound_walls_perm]
350 If this option is set, boundaries of dungeon floors will
351 explicitly look like permanent walls. If unset, those will look
352 like normal walls, but still behave as permanent walls.
355 Leave last words when your character dies [last_words]
356 Display a random line from the "death.txt" file when your
357 character dies and then allow you to rewrite this last words. If
358 this option is not selected, the "You die." message is displayed
362 Send score dump to the world score server [send_score]
363 If this option is set, Hengband will allow you to send the score
364 record of your character to the world score board on the Internet
365 when your character dies.
367 ***** <allow_debug_opts>
368 Allow use of debug/cheat options [allow_debug_opts]
369 Since use of debug command(^A), wizard mode(^W), and Cheating
370 options ('C' in options panel) mark the player as "Cheater" who
371 can't register their score, these debug/cheat options are
372 forbidden to use on default. The allow_debug_opts option removes
373 these restrictions, and allow the player to become "Cheater".
377 === Option set 4 -- Disturbance ===
379 ***** <find_ignore_stairs>
380 Run past stairs [find_ignore_stairs]
381 Ignore stairs when running.
383 ***** <find_ignore_doors>
384 Run through open doors [find_ignore_doors]
385 Ignore open doors when running.
388 Run past known corners [find_cut]
389 Cut sharply around "known" corners when running. This will result
390 in "faster" running, but may cause you to run into a "lurking"
394 Disturb whenever any monster moves [disturb_move]
395 Disturb the player when any monster moves, appears, or disappears.
396 This includes monsters which are only visible due to telepathy, so
397 you should probably turn this option off if you want to "rest" near
401 Disturb whenever high-level monster moves [disturb_high]
402 Disturb the player when any monster whose level is higher than the
403 player moves, appears, or disappears. This includes monsters
404 which are only visible due to telepathy.
407 Disturb whenever viewable monster moves [disturb_near]
408 Disturb the player when any viewable monster moves, whenever any
409 monster becomes viewable for the first time, and also whenever any
410 viewable monster becomes no longer viewable. This option ignores
411 the existence of "telepathy" for the purpose of determining whether
412 a monster is "viewable". See also the "view_reduce_view" option.
415 Disturb when visible pets move [disturb_pets]
416 The player may wish that some of the disturbance options do not
417 apply to pets: for example, it can be annoying if your rest is
418 always disturbed by a pet dog who pops in every now and then. By
419 default, pets do not disturb you even if full monster disturbance
420 options are set. If you want your pets to disturb you like normal
421 monsters, set this option.
423 ***** <disturb_panel>
424 Disturb whenever map panel changes [disturb_panel]
425 This option causes you to be disturbed by the screen "scrolling",
426 as it does when you get close to the "edge" of the screen.
428 ***** <disturb_state>
429 Disturb whenever player state changes [disturb_state]
430 This option causes you to be disturbed whenever the player state
431 changes, including changes in hunger, resistance, confusion, etc.
433 ***** <disturb_minor>
434 Disturb whenever boring things happen [disturb_minor]
435 This option causes you to be disturbed by various bring things,
436 including monsters bashing down doors, inventory feelings, and
437 beginning to run out of fuel.
440 Audible bell (on errors, etc) [ring_bell]
441 Attempt to make a "bell" noise when various "errors" occur.
443 ***** <disturb_trap_detect>
444 Disturb when leaving trap detected area [disturb_trap_detect]
445 This option causes you to be disturbed when the player is running
446 out of trap-detected area.
448 ***** <alert_trap_detect>
449 Alert when leaving trap detected area [alert_trap_detect]
450 This option alerts you with message when the player is moving out
451 of the trap-detected area.
455 === Option set 5 -- Efficiency ===
457 ***** <view_reduce_view>
458 Reduce view-radius in town [view_reduce_view]
459 Reduce the "radius" of the player's "view" by half when the player
460 is in town. This makes running faster in town, and also allows the
461 player to ignore monsters in town which are more than ten grids
462 away, which is usually safe, since none have distance attacks.
465 Check for user abort while continuous command [check_abort]
466 Avoid checking to see if the user has pressed a key during resting
467 or running or repeated commands. This not only makes the game much
468 more efficient (on many systems), but also allows the use of
469 certain obscure macro sequences, such as turning this option on,
470 resting until done, turning this option off, and casting a spell.
471 Note that the use of this option may be dangerous on certain
472 "graphic" machines. Resting for long periods of time with this
473 option set is dangerous since the resting may not stop until the
474 user takes damage from starvation.
476 ***** <flush_failure>
477 Flush input on various failures [flush_failure]
478 This option forces the game to flush all pending input whenever
479 various "failures" occur, such as failure to cast a spell, failure
480 to use a wand, etc. This is very useful if you use macros which
481 include "directional" components with commands that can fail, since
482 it will prevent you from walking towards monsters when your spells
485 ***** <flush_disturb>
486 Flush input whenever disturbed [flush_disturb]
487 This option forces the game to flush all pending input whenever
488 the character is "disturbed". This is useful if you use macros
489 which take time, since it will prevent you from continuing your
490 macro while being attacked by a monster.
493 Flush output while continuous command [fresh_before]
494 This option forces the game to flush all output before every
495 command. This will give you maximal information, but may slow down
496 the game somewhat. Note that this option is only useful when using
497 macros, resting, running, or repeating commands, since the output
498 is always flushed when the game is waiting for a keypress from the
502 Flush output after monster's move [fresh_after]
503 This option forces the game to flush all output after not only
504 every player command, but also after every round of processing
505 monsters and objects, which will give you maximal information, but
506 may slow down the game a lot, especially on slower machines, and on
507 faster machines you normally do not have a chance to see the
510 ***** <fresh_message>
511 Flush output after every message [fresh_message]
512 This option forces the game to flush all output after every message
513 displayed by the game. This will give you maximal information, but
514 may slow down the game somewhat.
516 ***** <compress_savefile>
517 Compress messages in savefiles [compress_savefile]
518 Compress the savefile, by only saving the most recent "messages"
519 that the player has received. This can cut the size of the savefile
520 by a drastic amount, but will result in the loss of message
523 ***** <hilite_player>
524 Hilite the player with the cursor [hilite_player]
525 Place the visible cursor on the player. This looks fine on some
526 Unix machines, but horrible on most graphics machines. Note that
527 only some machines are able to *not* show the cursor, but on those
528 machines, hiding the cursor often speeds up the game and looks
531 ***** <AutoDestroyer>
532 === Option set 6 -- Easy Auto-Destroyer ===
534 ***** <destroy_items>
535 Use easy auto-destroyer [destroy_items]
536 If this option is set, Hengband will automatically destroy all
537 objects which you touch unless the object is protected by various
538 'leave_...' options below.
540 ***** <destroy_feeling>
541 Apply auto-destroy as sense feeling [destroy_feeling]
542 If this option is set, Hengband will apply auto-destroyer on an
543 item just when you sensed its feeling. Typically it will destroy
544 {cursed} items just after the sensing.
546 ***** <destroy_identify>
547 Apply auto-destroy as identify an item [destroy_identify]
548 If this option is set, Hengband will apply auto-destroyer on an
549 item just when you identified it using magical items or spells.
550 Typically it will destroy {cursed} items and other useless items
551 which you set up to be auto-destroyed.
554 Auto-destroyer leaves known worthy items [leave_worth]
555 This option protects known objects that can be sold in stores from
556 auto-destruction by the destroy_items option.
559 Auto-destroyer leaves weapons and armour [leave_equip]
560 This option protects all weapons and armour from auto-destruction
561 by the destroy_items option.
564 Auto-destroyer leaves closed chests [leave_chest]
565 This option protects all chests which are not yet opened from
566 auto-destruction by the destroy_items option.
569 Auto-destroyer leaves wanted corpses [leave_wanted]
570 This option protects corpses of monsters wanted at the Hunter's
571 office from auto-destruction by the destroy_items option.
574 Auto-destroyer leaves corpses and skeletons [leave_corpse]
575 This option protects all corpses and skeletons from
576 auto-destruction by the destroy_items option.
579 Auto-destroyer leaves junk [leave_junk]
580 This option protects all 'junk', such as Shards of Pottery or
581 Broken Stick, from auto-destruction by the destroy_items option.
582 This is especially helpful for Archers.
584 ***** <leave_special>
585 Auto-destroyer leaves items your race/class needs [leave_special]
586 This option protects specific items which are normally worthless,
587 but very important for specific classes or races. These include
588 bones for Archers, ego light source of darkness for Ninja,
589 humanoid corpses for Balrogs, etc...
593 === Option set R -- Play-record ===
595 ***** <record_fix_art>
596 Record fixed artifacts [record_fix_art]
597 If this option is set, names of fixed artifacts you discover will
598 be written in the Play-record.
600 ***** <record_rand_art>
601 Record random artifacts [record_rand_art]
602 If this option is set, names of random artifacts you discover will
603 be written in the Play-record.
605 ***** <record_destroy_uniq>
606 Record when destroy unique monster [record_destroy_uniq]
607 If this option is set, names of unique monsters you defeated will
608 be written in the Play-record.
610 ***** <record_fix_quest>
611 Record fixed quests [record_fix_quest]
612 If this option is set, result of every fixed quests will be
613 written in the Play-record.
615 ***** <record_rand_quest>
616 Record random quests [record_rand_quest]
617 If this option is set, result of every random quests will be
618 written in the Play-record.
620 ***** <record_maxdeapth>
621 Record movements to deepest level [record_maxdeapth]
622 If this option is set, deepest level will be written in the
623 Play-record when you reached new deepest level.
626 Record recall and stair movements [record_stair]
627 If this option is set, every move using stairs will be written in
631 Record purchased items [record_buy]
632 If this option is set, names and numbers of every items you
633 purchased will be written in the Play-record.
636 Record sold items [record_sell]
637 If this option is set, names and numbers of every items you sold
638 will be written in the Play-record.
640 ***** <record_danger>
641 Record hitpoint warning [record_danger]
642 If this option is set, a record of hitpoint warnings will be written
643 in the Play-record when you take major hitpoint damage.
646 Record arena victories [record_arena]
647 If this option is set, every victory and defeated game will be
648 written in the Play-record.
651 Record first identified items [record_ident]
652 If this option is set, names of objects identified for the first
653 time will be written in the Play-record.
655 ***** <record_named_pet>
656 Record informations of named pets [record_named_pet]
657 If this option is set, every action with your pets which are given
658 their own name will be written in the Play-record.
662 === Option D -- Base Delay Factor ===
664 The "delay_factor" value, if non-zero, is used to "slow down" the
665 game, which is useful to allow you to "observe" the temporal effects
666 of bolt, beam, and ball attacks. The actual delay is equal to
667 "delay_factor" cubed, in milliseconds.
671 === Option H -- Hitpoint Warning ===
673 The "hitpoint_warn" value, if non-zero, is the percentage of maximal
674 hitpoints at which the player is warned that he may die. It is also
675 used as the cut-off for using red to display both hitpoints and mana.
679 === Option A -- Autosave Options ===
681 Ideally, the game should be so stable that these options are not
682 needed at all. However, even if the game were 100% reliable (which it,
683 to be frank, probably is not), the user might forget to and his
684 hardware could fail him. For all of these reasons, you may want to use
688 Autosave when entering new levels [autosave_l]
689 If this option is set, the program will attempt to save your
690 character every time before creating a new dungeon level.
691 Useful if you experience hangups in level generation (although
692 these should have been eliminated in 2.1.0).
695 Timed autosave [autosave_t]
696 If this option is set, the program will attempt to save your
697 character every n game turns, where n is the "frequency". To
698 set frequency press n: it will increase the frequency to the
699 next category (and from 25000 to 0), the categories being
700 every 50, 100, 250, 500, 1000, 2500, 5000, 10000 and 25000
701 turns. Note that the frequency must be higher than 0 and the
702 "Timed autosave" set to "yes" for timed autosaves to take
707 === Option W - Window Flags ===
709 Selects what kind of information is displayed in which window.
710 Some platforms support "sub-windows", which are windows which can be used to
711 display useful information generally available through other means. The best
712 thing about these windows is that they are updated automatically (usually) to
713 reflect the current state of the world. The "window options" can be used to
714 specify what should be displayed in each window. The possible choices should
718 Display the player inventory (and sometimes the equipment).
721 Display the player equipment (and sometimes the inventory).
724 Display a spell list of your magic realm.
727 Display a brief description of the character, including a breakdown
728 of the current player "skills" (including attacks/shots per round).
731 Display the most recently generated "messages".
733 Display overhead view
734 Display an overhead view of the entire dungeon. This is very slow
735 and does not even look very good.
737 Display monster recall
738 Display a description of the most monster which has been most recently
739 attacked, targeted, or examined in some way.
741 Display object recall
742 Display a description of the most recently selected object. Currently
743 this only affects spellbooks and prayerbooks. This window flag may be
744 usefully combined with others, such as "monster recall".
747 Display a copy of dungeon map.
750 This window flag is currently unused.
752 Display borg messages
753 This window flag is currently used only by the Borg which is not
757 This window flag is currently used only by the Borg which is not
763 === Option C - Cheating Options ===
765 Using the cheating options marks your character as "Cheater" and
766 you won't get into the high-score list. Turning off the cheating
767 options later does NOT allow your character to get a highscore entry,
768 so think twice before using any cheat.
771 Peek into object creation [cheat_peek]
772 Cheaters never win. But they can peek at object creation.
775 Peek into monster creation [cheat_hear]
776 Cheaters never win. But they can peek at monster creation.
779 Peek into dungeon creation [cheat_room]
780 Cheaters never win. But they can peek at room creation.
783 Peek into something else [cheat_xtra]
784 Cheaters never win. But they can see debugging messages.
787 Know complete monster info [cheat_know]
788 Cheaters never win. But they can know all about monsters.
791 Allow player to avoid death [cheat_live]
792 Cheaters never win. But they can cheat death.
795 Ask for saving death [cheat_save]
796 Cheaters never win. But they can choose whether they save dead
797 character data or not when they die.
801 === Start up options ===
803 While cheating makes the game easier, the following options can make
804 Hengband harder or easier. So if you think the game is too easy or too
805 hard, or if you want to impress your friends, then switch on the
806 following options. The startup-options can only be accessed while
807 creating a new character (press '=' while creating the character).
808 There is no way to turn them off after the creation is finished!
809 Indicators "(*)" after the name of options means that options effect
810 estimation of your score.
812 ***** <manual_haggle>
813 Manually haggle in stores [manual_haggle]
814 Usually, auto-haggle is used in stores, resulting in a ten
815 percent sales tax on items which you would have otherwise been
816 forced to haggle for. If this option is set, auto-haggle is
820 Easy Mode (*) [easy_band]
821 This option enables easy game mode for beginners. If this option is
822 set, you takes only half damage from any enemy's attack compared
823 to normal mode, and monster's summoning spells become much
824 weaker. But your score will be estimated to be negative number,
825 and you cannot send score record to world score board.
828 Monsters learn from their mistakes (*) [smart_learn]
829 Allow monsters to learn what spell attacks you are resistant to,
830 and to use this information to choose the best attacks.
833 Monsters exploit players weaknesses (*) [smart_cheat]
834 Allow monsters to know what spell attacks you are resistant to,
835 and to use this information to choose the best attacks.
838 Use 'vanilla' town without quests and wilderness [vanilla_town]
839 Uses the basic town known from the standard Angband. This town is
840 only one screen in size and contains only the 8 stores, your home,
841 and the stairs to the dungeon. If you use the 'vanilla' town, then
842 there is no wilderness, no special buildings and no set quests
843 (but you can still use the random quests). This also speeds up the
844 game on slower machines, since the wilderness doesn't need to be
848 Use 'lite' town without a wilderness [lite_town]
849 Uses a special town with all stores, your home, all buildings,
850 most quests, and a dungeon, but without the wilderness and without
851 other towns, and other dungeons. This also speeds up the game on
852 slower machines, since the wilderness doesn't need to be
853 created. This option will have no effect, if the 'vanilla_town'
856 ***** <ironman_shops>
857 Stores are permanently closed (*) [ironman_shops]
858 This option closes all shops. Try to survive in the deeps of
859 the dungeon without supplies from town.
861 ***** <ironman_small_levels>
862 Always create unusually small dungeon levels (*) [ironman_small_levels]
863 If this option is enabled, then every level will be smaller than
864 usual. See the 'Allow unusually small dungeon levels' option above.
866 ***** <ironman_downward>
867 Disable recall and use of up stairs (*) [ironman_downward]
868 You are not allowed to climb upwards, or recall to town. All stairs
869 are downstairs and every time you teleport level, you'll teleport
872 ***** <ironman_autoscum>
873 Permanently enable the autoscummer [ironman_autoscum]
874 This option switches the "autoscummer" permanently on, so that only
875 "good" levels are created. This can mean, that there are good
876 items on this level, or that the level is protected by especially
877 powerful monsters. In Hengband it often is the later, so use this
880 ***** <ironman_empty_levels>
881 Always create empty 'arena' levels (*) [ironman_empty_levels]
882 If this option is enabled, then every level will be empty 'arena'
883 level . See the "Allow empty 'arena' levels" option above.
885 ***** <ironman_rooms>
886 Always generate very unusual rooms (*) [ironman_rooms]
887 If this option is enabled, every room becomes a vault.
889 ***** <ironman_nightmare>
890 Nightmare mode(it isn't even remotely fair!)(*) [ironman_nightmare]
891 If this option is enabled, all monsters become unusually
892 powerful, and fast. And there will be various unbelievable
893 happening in various situations. Furthermore, at 12:00 every
894 night, you will have a real nightmare.
897 Left-Hander [left_hander]
898 Normally, you wield a weapon on the right hand and a shield on the
899 left hand. If this option is enabled, you will wield a weapon on
902 ***** <preserve_mode>
903 Preserve artifacts (*) [preserve_mode]
904 In non-preserve mode, once a fixed artifact is generated (either
905 on the dungeon floor or in a monster drop), it will never be
906 generated again during that game. This means that if you miss the
907 artifact by leaving the level before you pick it up it is gone
908 forever. On the other hand, in preserve mode this behavior is only
909 exhibited once you have identified the artifact. It is therefor
910 safer to leave a level before it is completely explored as any
911 fixed artifact can be regenerated in subsequent levels.
914 Allow use of autoroller for stats (*) [autoroller]
915 If you choose to use the auto-roller, you can specify minimum
916 limit of each stats. Once you have specified your desired
917 statistics, the computer will then randomly roll successive
918 start-up characters and compare them to your specified
919 criteria. Each stat is rolled as a number from 8 to 17, with a
920 normal distribution, and is then immediately modified based upon
921 the race and class which you have chosen. Once a character that
922 matches or exceeds your expectations has been rolled, the computer
923 will display the character for you to look at, and asks you
924 whether you accept or not. You may press Enter to accept. If you
925 do not accept, you may press 'r' to resume rolling and searching
926 for the next match or, if this is not your first match, 'p' to
927 return to the previous character which met your criteria.
930 Autoroll for weight, height and social status [autochara]
931 If this option is enabled, you can specify weight, height and
932 social status for auto-roller.
935 Increase capacity of your home (*) [powerup_home]
936 If this option is enabled, the capacity of your home will be expanded
937 to 20 pages. If not, capacity is only 2 pages.
942 Original : Ben Harrison
943 Updated : Zangband 2.1.* by Topi Ylinen
944 Updated : Zangband 2.2.0 through 2.2.6c by Robert Ruehlmann
945 Updated : Zangband DevTeam
946 Updated : Hengband 1.5.2