The last serious written tests of my mathematical career or aborted noncareer are coming up in the middle of this month. Things have been slow for that reason. Pass or fail, I'm not sure what it means for Armok, other that that the game will continue regardless.
Working on some new movement code -- I have it working turn-based and real-time. I've dropped map squares for many things. In the end, this isn't really a big deal. A game like ADOM appears strictly turn-based, but the creatures have very fine speed distinctions, and sometimes they take two "turns" to your one. And you can't tell when they'll get that extra turn (or when you will for that matter). That's annoying. Now that creatures can be seen in more specific locations than a general square, things like monster speed will make sense -- you'll see the monster creep closer to you every turn that you move away from it (if it is faster). It's hard to say how long constitutes a turn if you are, say, walking a long distance. I'll have to experiment with interfaces for that. But the new system will really help with all the problems from before (multiple opponents in a square, combat ending up being exchanging blows standing in adjacent squares, etc.).
Demo should be out just after exams. I only have to do the movement I'm finishing up and a few menus. Non-programming things keep coming up, so I can't promise anything to be out within the next four or five thousand years. Until then, algebra... reals... program... algebra... reals... program... dreary.