anchor.diff:  
   *Drag ghost bug correction? (Use if shadow image missing when dragging counters)* When dragging pieces on a map, the intended behavior involves semi-transparent images of the pieces being dragged. On some Windows machines these images don't appear -- in that case, select this option for an alternate drag image.
   
  -*Use Classic Move Fixed Distance trait move batching?* The <<Translate.html#top,Move Fixed Distance>> trait changed in VASSAL 3.3 to correct several old bugs. Part of the fix involved changing some behaviors of the trait when firing off multiple versions of the trait with a <<TriggerAction.html#top,Trigger Action>> trait. Check this box to use the old trait behavior with modules that depend on the old unintended behavior (in other words, if the bug was actually a "feature" for your module).
  +*Use Classic Move Fixed Distance trait move batching?* The Translate#top,Move Fixed Distance>> trait changed in VASSAL 3.3 to correct several old bugs. Part of the fix involved changing some behaviors of the trait when firing off multiple versions of the trait with a TriggerAction#top,Trigger Action>> trait. Check this box to use the old trait behavior with modules that depend on the old unintended behavior (in other words, if the bug was actually a "feature" for your module).
   
   *Moving stacks should pick up non-moving pices?* If you move a piece onto another piece and then move it again without deselecting, the default behavior is that it will not "pick up" that intermediate piece. Check this box to cause intermediate pieces to be picked up.
   
  
positive.code: ==== Chat Window
  [width="100%",cols="50%,50%",]
  |===
  |The _Chat Window_ tab lets you configure the font and colors for the <<ChatLog.html#top,Chat Log>>.
  
  *Chat Window Font*: Allows you to choose the style and size of the font displayed in the Chat log.
  
  *Game Messages*: Configures the color used for normal game messages.
  
  *Game Messages (#2 - first character "!")*: Configures the #2 color for game messages. The module designer can cause this color to be used for a <<ReportChanges.html#top,Report Action>> trait or other <<MessageFormat.html#top,Message Format>> by putting the character `!` as the very first character in the message.
  
  *Game Messages (#3 - first character "?")*: Configures the #3 color for game messages. The module designer can cause this color to be used for a <<ReportChanges.html#top,Report Action>> trait or other <<MessageFormat.html#top,Message Format>> by putting the character `?` as the very first character in the message.
  
  *Game Messages (#4 - first character "~")*: Configures the #4 color for game messages. The module designer can cause this color to be used for a <<ReportChanges.html#top,Report Action>> trait or other <<MessageFormat.html#top,Message Format>> by putting the character `~` as the very first character in the message.
  
  *Game Messages (#5 - first character "`")*: Configures the #5 color for game messages. The module designer can cause this color to be used for a <<ReportChanges.html#top,Report Action>> trait or other <<MessageFormat.html#top,Message Format>> by putting the character ``` as the very first character in the message.
  
  *System Messages*: Configures the color used to display messages from the VASSAL system in the Chat Log.
  
  
negative.code: 
  *Prompt for log/save file comments* Checking this option will prompt you for comments whenever you save a game or begin a log file. From VASSAL 3.5 onward, these comments will be displayed in the chat log whenever the save or log file is loaded.
  
  *Use combined application window (requires restart)?* Check this option to have the first Map#top,Map>> in each module open as part of the same window
  that includes the ChatLog#top,Chat Log>> and main module menu. If unchecked, all Maps will have their own windows.
  
  *JVM initial heap (in MB)* This sets the initial size (in megabytes) of the heap that Java uses to manage memory for the VASSAL application. Normally this setting will be sufficient for most modules and devices. When troubleshooting a memory error, we recommend you start by adjusting the _maximum_ heap size.
  
  