birthsave.diff creates load and save stats options so that it's possible to start a character similar to one you've already played fairly quickly. It only ontrols the race, class, choice of maximise mode and stats, as I'd much prefer the game to use an option menu for everything else rather than asking each game. It's designed with point-based generation in mind as there is an obvious place to put the relevant commands. If you select to load a stat set using the auto-roller, it will use the stats given as minima, but there's no way to save a set of defaults. You can always set the defaults in point-based mode or edit the birth.prf file manually, of course. cursejunk.diff makes the junk items cursed so that OoD "squelches" them. dig.diff gives a special message whenever the player tries to dig through a wall which is too hard to dig through. As doing this with do_cmd_tunnel_aux as it stood would require repeating the same thing in half a dozen places, I rearranged the routine a bit. It also changes a few of the messages to keep things simple. This does provide an easier way of checking whether your digging ability is good enough to ever dig through something. This has two effects: 1. A player who can get his digging skill in [30,39] has an easy way of finding hidden doors. 2. A player who can get his digging skill below 40 can easily detect weapons which give a digging bonus. I think the situations are constrained enough, and the benefits minor enough, that they aren't worth removing. In any case, it only makes these things quicker to do. discount.diff forces objects inscribed with %% to merge with others with different discounts. editstring.diff makes changing inscriptions easier by allowing '1', '4', '6', '7' and '.' to act as cursor movements and a delete key when used via a keymap (as probably happens with the numeric keypad). There may be cleaner ways of doing it, but this works for me. features.diff causes the visual prefs to skip features which mimic other features. labelcol.diff causes the letter before an item's name in your inventory or a shop to be slate rather than white if you are not aware of that object. mainchoice.diff creates an option, show_choices_main, that causes object and spell lists to be shown in the main window by default rather than after a keypress. shopvalue.diff gives the price each shop will give for a 100gp item for a player with a charisma of 18 to make comparison easy. showpath.diff shows the path a beam would follow along a path specified by the player, in a roughly similar way to targetting in ADOM. It draws the path which a beam which passes through the specified square will follow, continuing to the end of its range. The colour of the path indicates where unknown squares, walls, objects and monsters are. visible.diff allows a list of nearby monsters to be shown in a window so that so eone playing a version with multiple windows can tell at a glance that the monster standing next to the character is a rock lizard. It was adapted from Eytan Zweig's version of Iain Mcfall's patch to the same effect.