The identify rune is now in. As well as having the ability to name things, reveal the map and unlock Lore, it can also prompt your minion to send you on quests.
Here's you and the minion searching for quest gems:
A lot of UI changes have been made, as well as various tweaks and bug fixes.
New sounds have been installed as well as ambient tracks for the Overworld and Underworld.
Also I've added a weird one:
Dogmatic ModeIt occurred to me early on that perhaps I could try making the game turn-based, but I dismissed it as something that would be there to take the piss out of the roguelike definition, rather than improve the gameplay.
But the game's mature enough to add this as an optional extra, so I tried something out. It's... interesting.
In dogmatic mode, time only passes when you are engaged in an action. When stunned or searching, etc. time will pass normally. Otherwise you must hold down a key or move.
For those who would argue that you don't have the time to think things through in standard mode, well, this solves that.
It's certainly not unit-turn-based. I know what that means and what's required to do it. But I think the finished game could technically have a mod done to it because of how everything is tile based - all monsters fit inside tiles. There are also discrete transactions taking place that fit into a unit-turn-based model. All I've done is spread them out across cpu frames.