v1.1.38
Graphical Updates - the first of many to come; I have started replacing some of my placeholder art with better images...still haven't found a decent water tile, however...
Lots of bug-fixes (things like incorrect level messages, blocked map edges, incorrect level status updates, and an over-looked, inexcusable wrong key-map for ice armor, etc).
Divine Armor is now a Tier 1 cleric skill; Summon Undead is now a tier 2 cleric skill. This should make Divine Armor a more attractive choice.
New hotkey - The \ key (backslash) will drink an antidote from your inventory automatically, without you having to open up the character screen.
New Skill - Char(g)e attack - You rush forward several spaces, charging your opponent and potentially stunning them briefly - an upgrade to stunning (b)low. (Thanks Theron!)
NOTE: The 'G' keypress was previously assigned to 'g'et item. G has been reassigned to char(g)e attack. The comma key is still used (unchanged) to pick up items.
Changes to mini-map function to remove the annoying 'white-out' when returning to previously mapped levels.
Equipping armor is no longer a free action, so keep this in mind when monsters are near.
Both ranks of heals have been buffed up a bit, and improve with the player's Willpower stat; previous iterations were simply too weak, and there wasn't enough benefit to starting with a cleric.
New monsters
Loot system has been revamped as one of the steps for the upcoming boss monster addition. Most monsters drop random loot; some, however, will be the only source of specific items.
Poison has been considerably toned down, both against the player/allies and enemies. Finding a low-level poisoned dagger was resulting in far too easy kills, and against players, it was just too lethal.
On that same note, stuns/confusion/blinding is now more effective against creatures and the player; partly an update due to the new charge skill, partly to make monsters more dangerous.
More flavor text through the game.
More of Mr. Seckingtons fighter ideas are being worked on, and should appear shortly in the next update; I also need to finish some work on the long overdue bosses and their static, non-random levels.