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- === Zangband Options ===
-
- 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 descriptions 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 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 "pref.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).
-
-
- ***** <UserInterface>
- === User Interface Options ===
-
- ***** <rogue_like_commands>
- Rogue-like commands [rogue_like_commands]
- Selects the "roguelike" command set (see "command.txt" for info).
-
- ***** <quick_messages>
- 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.
-
- ***** <other_query_flag>
- 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.
-
- ***** <carry_query_flag>
- 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>
- 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.
-
- ***** <always_pickup>
- 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.
-
- ***** <always_repeat>
- 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").
-
- ***** <stack_force_notes>
- 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.
-
- ***** <stack_force_costs>
- 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.
-
- ***** <auto_haggle>
- 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.
-
- ***** <stack_allow_items>
- 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.
-
- ***** <stack_allow_wands>
- 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_look>
- 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_list>
- Expand the power of the list commands [expand_list]
- 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.
-
- ***** <auto_destroy>
- No query to destroy known worthless items [auto_destroy]
- It can sometimes be annoying that the Destroy command asks for
- confirmation when you are attempting to destroy a Broken sword
- {cursed}. If this option is set, no confirmation will be asked if
- you attempt to destroy an object which you know to be worthless. Of
- course, cursed artifacts cannot be destroyed even if this option is
- set.
-
- ***** <confirm_wear>
- Confirm to wear/wield known cursed items [confirm_wear]
- Some players may occasionally, due to a typing mistake, find
- themselves wearing an item which they knew was cursed. If this
- option is set, you should be safe from such typing mistakes: you
- will be prompted if you attempt to wear or wield an item if your
- character knows it is cursed.
-
- ***** <confirm_stairs>
- Prompt before exiting a dungeon level [confirm_stairs]
- Some players (such as myself) often accidentally press the '<' key
- and exit a Special feeling level. If this option is set, the
- program asks for confirmation before you go up or down the stairs.
- Others may find the prompt annoying, they should of course not set
- this option. :-)
-
- ***** <easy_open>
- Automatically open doors [easy_open]
- Makes it easy for your character to open a door: simply by walking
- into it! Also the open command will automatically select one
- direction if only one door is near you.
-
- ***** <easy_disarm>
- Automatically disarm traps [easy_disarm]
- Makes it easy for your character disarm a trap: simply by walking into
- it! Also the disarm command will automatically select one direction
- if only one known trap is near you.
-
- ***** <easy_floor>
- Display floor stacks in lists [easy_floor]
- Lets you select an item from a stack on the floor by browsing a
- list, Also floor stack are described as "You see a stack of n
- items.", when there is more than one item on a floor grid.
-
- ***** <use_command>
- Allow unified use command [use_command]
- Unifies the item commands like "zap a rod", "use a staff", "eat
- food", "aim a wand", ... into a general "use object" command. The
- command in the original keymap is "u", and "a" in the roguelike
- mode. The standard commands for eat, quaff, read, zap, aim, ... are
- still available, but can be used for macros.
-
-
- ***** <Disturbance>
- === Disturbance Options ===
-
- ***** <ring_bell>
- Audible bell (on errors, etc) [ring_bell]
- Attempt to make a "bell" noise when various "errors" occur.
-
- ***** <find_ignore_stairs>
- Run past stairs [find_ignore_stairs]
- Ignore stairs when running.
-
- ***** <find_ignore_doors>
- Run through open doors [find_ignore_doors]
- Ignore open doors when running.
-
- ***** <find_cut>
- 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.
-
- ***** <find_examine>
- Run into potential corners [find_examine]
- Fully explore "potential corners" in hallways.
-
- ***** <disturb_move>
- 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_near>
- 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_panel>
- 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_state>
- 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_minor>
- 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_other>
- Disturb whenever random things happen [disturb_other]
- In Zangband, uncursed teleporting items may teleport you around
- sometimes, asking for your confirmation (and possibly disturbing
- your rest). If you unset this option, they will stop asking you
- and teleporting you randomly. Cursed items will neither ask for
- confirmation nor stop teleporting you even if this option is
- unset.
-
- ***** <disturb_traps>
- Disturb when you leave detection radius [disturb_traps]
- This option causes you to be disturbed when you move out of an area
- for which you have already cast "detect traps".
-
- ***** <alert_failure>
- Alert user to various failures [alert_failure]
- Produce a "bell" noise, and flush all pending input, when various
- "failures" occur, as described above.
-
-
- ***** <GamePlay>
- === Game-play Options ===
-
- ***** <last_words>
- 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.
-
- ***** <speak_unique>
- 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.
-
- ***** <small_levels>
- 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).
-
- ***** <empty_levels>
- 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_scum>
- 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.
-
- ***** <view_perma_grids>
- 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.
-
- ***** <view_torch_grids>
- 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".
-
- ***** <dungeon_align>
- 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.
-
- ***** <dungeon_stair>
- 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.
-
- ***** <take_notes>
- Allow notes to be appended to a file [take_notes]
- Allows you to use the ':' command to take notes. The notes will be
- appended to a text file baring the same name and in the same
- directory as your safevile but with the .txt extension.
-
- ***** <auto_notes>
- Automatically note important events [auto_notes]
- With this option enabled the game will automatically create a file
- which logs important events such as gaining a level, finding an
- artifact or kiling a Unique. The automatic notes will be
- appended to a text file baring the same name and in the same
- directory as your safevile but with the .txt extension.
-
-
- ***** <Efficiency>
- === Efficiency Options ===
-
- ***** <view_reduce_lite>
- 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.
-
- ***** <view_reduce_view>
- 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_abort>
- 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_other>
- 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_failure>
- 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_disturb>
- 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_command>
- 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.
-
- ***** <fresh_before>
- 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 output
- is always flushed when the game is waiting for a keypress from the
- user.
-
- ***** <fresh_after>
- 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.
-
- ***** <fresh_message>
- 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_savefile>
- 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.
-
-
- ***** <Display>
- === Display Options ===
-
- ***** <depth_in_feet>
- 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.
-
- ***** <show_labels>
- 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. Note that in Zangband 2.1.0 and later this option no
- longer controls the "plain flavored object descriptions": a
- separate option for them has been added under "Zangband Options".
-
- ***** <show_weights>
- 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.
-
- ***** <use_color>
- 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.
-
- ***** <hilite_player>
- 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.
-
- ***** <view_yellow_lite>
- 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 the entries for"view_granite_lite" and
- "view_special_lite"). Turning this option off will slightly improve
- game speed.
-
- ***** <view_bright_lite>
- 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.
-
- ***** <view_granite_lite>
- 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.
-
- ***** <view_special_lite>
- 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.
-
- ***** <plain_descriptions>
- Plain object descriptions [plain_descriptions]
- In Zangband, this option disables "full" names for identified
- 'flavored' objects, in other words, if this option is not in use,
- an identified Potion of Speed could be listed (for example) as a
- Blue Potion of Speed. If you prefer simpler, less verbose
- descriptions, set this option.
-
- ***** <center_player>
- Always center on the player [center_player]
- Scrolls the map with each move the player makes so as to keep the
- player at the center of the map. This reduces the chance of the
- player being hit by an offscreen breath.
-
- ***** <avoid_center>
- Avoid centering while running [avoid_center]
- Turns off the player centering option when running.
-
- ***** <monster_light>
- Allow monsters to carry lights [monster_light]
- With this option on, monsters that should glow (eg. fire vortexes)
- and monsters that would normally require light to move around (eg.
- humanoids) will give off light.
-
-
- ***** <StartUp>
- === Birth Options ===
-
- While cheating makes the game easier, the following options can make
- Zangband harder. So if you think the game is too easy, or if you want
- to impress your friends, then switch on the following options. The
- startup-options can only be accessed while creating a new character
- (press '=' while creating the character). There is no way to turn them
- off after the creation is finished!
-
- ***** <stupid_monsters>
- Monsters behave stupidly [stupid_monsters]
- Zangband 2.1.0 incorporates Keldon Jones' improved monster
- Artificial Intelligence patch. While this patch most certainly
- makes monsters behave more realistically, they will also be more
- deadly with the improved AI. If you are a sissy, set this option to
- get the old, really stupid monster AI.
- Note that the new AI is a bit processing power expensive. If you
- have an old computer (386sx) and Zangband is running too slowly,
- you could try turning stupid_monsters on. Or buying that Pentium II
- so you can run Zangband. :-)
-
- ***** <vanilla_town>
- Use 'vanilla' town without quests and wilderness [vanilla_town]
- Uses the basic town known from the standard Angband and older
- versions of Zangband. This town is only one screen in size and
- contains only the 8 Zangband stores, your home, and the stairs to
- the dungeon. If you use the 'vanilla' town, then there is no
- wilderness, no special buildings and no set quests (but you can
- still use the random quests). This also speeds up the game on
- slower machines, since the wilderness doesn't need to be created.
-
- ***** <ironman_shops>
- Stores are permanently closed [ironman_shops]
- This option closes all shops. Try to survive in the deeps of
- the dungeon without supplies from town.
-
- ***** <ironman_small_levels>
- Always create unusually small dungeon levels [ironman_small_levels]
- If this option is enabled, then every level will be smaller than
- usual. See the 'Allow unusually small dungeon levels' option above.
-
- ***** <ironman_downward>
- Don't allow climbing upwards/recalling [ironman_downward]
- You are not allowed to climb upwards, or recall to town. All stairs
- are downstairs and every time you teleport level, you'll teleport
- to a deeper level. This option may be dangerous in combination with
- the 'small_levels' options, since the creation of quest-monsters
- may fail on very cramped levels, trapping you on the level with no
- stairs up or down.
-
- ***** <ironman_autoscum>
- Permanently enable the autoscummer [ironman_autoscum]
- This option switches the "autoscummer" permanently on, so that only
- "good" levels are created. This can mean, that there are good
- items on this level, or that the level is protected by especially
- powerful monsters. In Zangband it often is the later, so use this
- option with care.
-
- ***** <ironman_hard_quests>
- Quest monsters get reinforcements [ironman_hard_quests]
- Using 'hard quests' mode makes the random quests harder, because
- you have to kill all monsters at the same visit to the quest level.
- If you leave the level while some quest monsters are still alive,
- then all killed quest monsters are revived on your next visit.
-
- ***** <ironman_empty_levels>
- Always create empty 'arena' levels [ironman_empty_levels]
- If this option is enabled, then every level will be an arena level.
- See the 'Allow empty 'arena' levels' option above.
-
- ***** <terrain_streams>
- Create terrain 'streamers' in the dungeon [terrain_streams]
- Allows the creation of terrain streamers in the dungeon. This
- allows the creation of 'lakes' and 'rivers' of water, lava and
- trees.
-
- ***** <ironman_moria>
- The good old days ... [ironman_moria]
- This option induces Zangband to mimic certain aspects of the game
- of Moria. This includes the lack of colour, inability to gain the
- high resists, no tragetting, and several other changes to game
- play.
-
- ***** <munchkin_death>
- Ask for saving death [munchkin_death]
- If your character dies and this option is enabled, you will be
- asked if you will be given the opportunity to avoid dying.
- Enabling this option will prevent your character's score from being
- entered into the high-score table and is considered cheating.
-
- ***** <ironman_rooms>
- Always generate very unusual rooms [ironman_rooms]
- Forces the game to always generate intersting rooms such as pits,
- nests and vaults. You will consequently find lots of out-of-depth
- items and monsters.
-
- ***** <maximize_mode>
- Maximize stats [maximize_mode]
- 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".
-
- ***** <preserve_mode>
- Preserve artifacts [preserve_mode]
- 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. Anything
- that would have caused a 'special' feeling contributes to the level
- feeling that your character receives instead.
-
- ***** <autoroller>
- Specify 'minimal' stats [autoroller]
- Allows you to make use of the autoroller.
-
- ***** <point_based>
- Generate character using a point system [point_based]
- Allows you to specify your character's starting statistics using a
- point-based allocation system. You start with a certain number of
- points which may be allocted to your different statistics. As your
- stats increase, it takes more points to increase them further. If
- you do not use all your points, you will be rewarded with gold
- coins.
-
- ***** <silly_monsters>
- Allow silly monsters [silly_monsters]
- This option controls whether or not some of the 'joke' monsters
- will be generated.
-
- ***** <ironman_nightmare>
- Nightmare mode [ironman_nightmare]
- It isn't even remotely fair - don't say we didn't warn you!
-
-
- ***** <AI>
- === Artificial Intelligence Options ===
-
- ***** <smart_packs>
- Pack monsters use new AI [smart_packs]
- Allows monsters which normally appear in groups to behave
- "smarter".
-
-
- ***** <Testing>
- === Testing Options ===
-
- ***** <testing_stack>
- Allow objects to stack on the floor [testing_stack]
- Allows a cave grid to hold more than one object (or one kind of
- object).
-
-
- ***** <BaseDelay>
- === Base Delay Factor ===
-
- 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.
-
-
- ***** <Hitpoint>
- === Hitpoint Warning ===
-
- 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.
-
-
- ***** <Autosave>
- === Autosave Options ===
-
- Ideally, the game should be so stable that these options are not needed
- at all. However, even if the game were 100% reliable (which it, to be
- frank, probably is not), the user might forget to and his hardware
- could fail him. For all of these reasons, you may want to use these
- options:
-
- ***** <autosave_l>
- Autosave when entering new levels [autosave_l]
- If this option is set, the program will attempt to save your
- character every time before creating a new dungeon level.
- Useful if you experience hangups in level generation (although
- these should have been eliminated in 2.1.0).
-
- ***** <autosave_t>
- Timed autosave [autosave_t]
- If this option is set, the program will attempt to save your
- character every n game turns, where n is the "frequency".
- To set frequency press n: it will increase the frequency
- to the next category (and from 25000 to 0), the categories
- being every 50, 100, 250, 500, 1000, 2500, 5000, 10000 and
- 25000 turns. Note that the frequency must be higher than 0
- and the "Timed autosave" set to "yes" for timed autosaves
- to take place.
-
-
- ***** <Window>
- === Window Flags ===
-
- Selects what kind of information is displayed in which window.
-
-
- ***** <Cheating>
- === Cheating Options ===
-
- Using the cheating options marks your character as "Cheater" and
- you won't get into the high-score list. Turning off the cheating
- options later does NOT allow your character to get a highscore entry,
- so think twice before using any cheat.
-
- ***** <cheat_peek>
- Peek into object creation [cheat_peek]
- Cheaters never win. But they can peek at object creation.
-
- ***** <cheat_hear>
- Peek into monster creation [cheat_hear]
- Cheaters never win. But they can peek at monster creation.
-
- ***** <cheat_room>
- Peek into dungeon creation [cheat_room]
- Cheaters never win. But they can peek at room creation.
-
- ***** <cheat_xtra>
- Peek into something else [cheat_xtra]
- Cheaters never win. But they can see debugging messages.
-
- ***** <cheat_know>
- Know complete monster info [cheat_know]
- Cheaters never win. But they can know all about monsters.
-
- ***** <cheat_live>
- Allow player to avoid death [cheat_live]
- Cheaters never win. But they can cheat death.
-
-
- --
- Original : Ben Harrison
- Updated : Zangband 2.1.* by Topi Ylinen
- Updated : Zangband 2.2.0 through 2.2.6c by Robert Ruehlmann
- Updated : Zangband DevTeam
- Last update: December 28, 2000
-
-