After 3 months of hammering away at Larn's codebase, finally it's time for a new release.A lot of changes have happened over this time from bug fixes, feature implementations and backend improvements. The conversion to C++ is going well, with many usages of C++17 features and proper casting, templates, classes and inline functions & inline variables.Binaries:Due to my cross-compilation environment, I was unable to get mips and armhf builds ready as Larn now needs GCC 7 as a minimum, so this will be done in the next releases (weekly).In the single zip file attached here, there will be a Win64, GNU/Linux 32bit and aarch64 (Arm64) binary. Use the one for your architecture and system.Also thanks to the contributors!Changelog: Rewrote the cannedlevel function to be standard C/C++. Rewrote the cave level generation (some bugs remain). Rewrote the math which generates the mazes. Cleaned up some functions and squashed some bugs. Cleaned up UI (finalized). Templated functions. Inlined functions for #define's. Inlined variable for WIZID (more to come). Added more mazes to the file. Removed color. Removed all #define macros and replaced them with inline functions, variables, templates and declared the rest correctly. Renamed some variables like scprob to scroll_probability. Removed larnfunc.h and created templates/math.t.hpp. Now compiles cleanly with GCC 7.1 with very strict rules. Cleaned up inventory code and made it fullscreen. Increased mobuls to 699. Created a log of messages (data/messages.log) for review if players miss any of the messages scrolling while playing. Removed pointless casting. Large amount of bug fixing. Apache 2.0 applies to more files.~Gibbon