Chapter 69 adds even more mushrooms and fungal beasts, and an exit to the Dark Elf lands.
Chapter 68 adds a mushroom grove, with shrooms that fire off effects on you (and anyone else foolish enough to pass through).
Chapter 67 introduces multi-tile enemies, and enemies with ranged attacks. These culminate in the creation of a terrifying dragon!
Finally a use for the mana bar! You can learn spells from books, and cast them at your unwitting foes.
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.