anchor.diff:      Image_MessageK[MT].Tag := Byte(MT);
       Image_MessageK[MT].OnClick := Message_Click;
   
  -    Label_MessageK[MT] := TKMLabel.Create(Panel_Main, TOOLBAR_WIDTH, Image_MessageK[MT].Top + 10, 30, 0, '', fnt_Outline, taCenter);
  -    Label_MessageK[MT].AutoWrap := True;
  +    Label_MessageK[MT] := TKMLabel.Create(Panel_Main, TOOLBAR_WIDTH, Image_MessageK[MT].Top + 3, 26, 0, '', fnt_Outline, taRight);
  +    Label_MessageK[MT].Anchors := [akLeft, akBottom];
       Label_MessageK[MT].Hide;
       Label_MessageK[MT].Hitable := False; //Clicks should only go to the image, not the flashing label
     end;
  
positive.code: 
  procedure TKMGamePlayInterface.Message_Delete(Sender: TObject);
  var
    Msg, ToDelete: Integer;
  begin
    if ShownMessage = -1 then Exit; //Player pressed DEL with no Msg opened
  
    ToDelete := ShownMessage;
  
    //Feed in next message of same kind instead
    if STACK_MSGS then
    begin
      //Get next before we delete current to preserve loop consistently
      Msg := fMessageList.GetNextMessage(fMessageList[ShownMessage].Kind, ShownMessage);
      if Msg <> ShownMessage then
        Message_Show(Msg);
    end;
  
    fMessageList.Remove(ToDelete);
    Message_Close(Sender);
    Message_UpdateStack;
    DisplayHint(nil);
  end;
  
negative.code: 
  
  procedure TKMGamePlayInterface.Create_SideStack;
  const
    MsgIcon: array [TKMMessageKind] of Word = (491, 492, 493, 495);
  var
    I: Integer;
    MT: TKMMessageKind;
  