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.
Chapter 53 adds a forest level to the game, populated by bandits and other monsters and with its own level theme.
Chapter 52 develops a nice UI, starting from concept graphics and culminating in working code.
Chapter 51 differentiates equipment, giving you the ability to add item-based progress to the game. Arms and armor are included.
Chapter 50 adds D&D-like stats to the game, building towards a more comprehensive RPG experience.
Chapter 49 implements vendors, bystanders and other town residents' AI. You finish up with a town full of life.
Chapter 48 adds NPCs of various types to the town, and spawns hostile rats in an abandoned house..
Chapter 47 walks you through procedurally generating a town, starting with terrain and working up towards buildings.
Chapter 46 expands upon the previous Data-Driven work by also making entity spawning driven by your JSON files. So now you can quickly build new monsters, items and props - and decide where they spawn without editing your Rust code.