Hello again, here is a today's update
The biggest thing is skill/buff system. Adventurer and creatures now can cast skills. In the first screenshot adventurer went berserk because there are multiple creatures around it and it is low on health. In this state he gets damage resist and a boost to its damage output while being fearless. Also you can see in the output that there is a goblin priest which heals a regular goblin.
As mentioned, there is a fear system now. Currently adventurer tries to run away near a wall/corridor while facing multiple enemies so they won't be able to surround it. I will try to improve this even more, trying to juke creatures or run away completely and heal.
Also now there are more than regular goblins, now there are mages, warlocks, fighters and rogues. Each have some small buffs and skills additional to regular goblin. In second screenshot you can see the goblin rogue poisons its blade when adventurer shows up and successfully poisons him after the attack. Currently mages gets an attack spell (fire ball (burns target), ice bolt (slows target), lighting bolt (more varied and percentage damage), rogues get poisoned blade, warlocks gets a heal spells and fighters get much better hp and DR.
Also you can see the warlock in first ss (lighter shade g) and goblin rogue in second (darker shade g) has a spear and attacks adventurer from 2 tiles away, which was a paint to implement
A little less important change (which is not visible in SS) goblins wander around too! They try to stick together though, or if they have a master (like a priest etc) they try to follow him.
Grouping the monsters is a bit issue, they can easily overwhelm the adventurer. If only goblins in regular roguelikes were that smart
Tomorrow I will try to improve inventory system, hopefully the creatures will be able drop loot and equipment so adventurer can fight better