01 / Conflict
Open the right view
During combat map or map combat opens the tactical view. map local opens the surrounding-room map instead. map key and map legend explain the combat display. North remains at the top while the view is cropped towards your facing. Terrain outside the sight cone is blank.
The scale grows with distance so a distant cell can contain more ground than one nearby. The map adjusts to the configured screen width. Map viewing retains its usual three-second command delay.
map combat- Open the tactical map.
map local- Open the room map.
map key- Read the tactical legend.
02 / Conflict
Identify a character
Me marks your position. Other visible people receive two-character markers based on their initials when possible. Matching initials get distinct short identifiers. The roster beneath the map identifies the people. Use their normal names in combat commands; the short markers are not targeting aliases.
Your selected opponent is magenta. Aggression involving you is red. Other visible characters are green. Green means neither current selection nor aggression in that display. It does not guarantee an ally.
03 / Conflict
Cover and overlap
Protected character markers are underlined and retain their normal identity colours. The roster identifies the relevant cover. The latest lifecycle fix restores visible cover markers to their first two name characters in cyan. Turrets use braces. The older help example of square brackets is not the current cover marker.
When markers overlap the map cannot draw every occupant in the same cell. The roster remains important. Sharing a large map cell with a piece of cover is not by itself proof that a character is using that cover.
Source notes c5dfe60
Repository edition reviewed 2026-09-19. The running game may differ.