Chapter 65 allows items to affect your attributes, and status effects to do the same. Demonstrated with a new effect: hungover.
Chapter 64 introduces cursed items, remove curse scrolls, and a reason to look before you leap with items!
Chapter 63 introduces a whole new effects system, designed to make it easy to fire effects from anywhere in the game - and to attach them via data to your item JSON definitions.
Chapter 62 introduces obfuscated names for magical items, hiding their nature until you try them out.
My Rust Roguelike Toolkit (RLTK_RS) now has an experimental branch that supports multiple back-ends (or a minimal one if you just want the helpers and no rendering). The default OpenGL (native and web assembly), Curses (for running in a traditional console, or PDCurses on Windows), and Amethyst - the Rust game engine that can provide both Vulkan and Metal native support.
Chapter 61 adds the *Town Portal* item, giving the adventurer a quick way to return to town. This is expanded into a more general teleportation system.
Chapter 60 uses layered procedural generation to generate two distinct map types, and blend a transition between them. It also adds nasty lizard monsters!
Chapter 59 adds deeper limestone caverns, with a prefabricated boss area.
Chapter 58 is all about items: adding stats, prices for vendors, encumbrance, and finishing vendors.
Chapter 57 modularizes the AI system, and properly handles status effects.
Chapter 56 introduces a new set of levels: the limestone caverns. Lighting is added, along with a new theme. The first cheat mode is also added to make level traversal during development easier.
Chapter 54 adds XP tracking, and the ability to improve yourself by leveling up.
Chapter 55 adds the ability to revisit previous levels.