Yep, I was gonna post an update here about it but forgot. Some highlights of stuff I've done since 0.1 was released:
1.
Deactivatable monsters like robots now play better with also being pets. This opens up two updates I followed up with, one in BN and one for Arcana...
2.
For BN, finally making the hauler bot obtainable in-game. This is a robot that counts as a pet when deployed, able to carry stuff and be led around. It's been reworked from its less polished debug-only state it was left in, less Spot and more BigDog.
3.
And on Arcana's end, summoned monsters deployed by glyphs can be picked up afterward. The pet menu update was not only vital for making the revert_to_itype function less annoying, but also fixed a critical bug: in DDA, reverting a pet monster to item form deletes any stored items, equipped bags, and the like.
4.
Vortices can now fight back, aren't hostile towards mutants. In the distant past, vortices had a knockback-delivering special attack that got dummied out because it had bugs that could crash the game. Problem was, they had no other way to harm the player but still counted as hostile, making them unique for being the only monster that was both hostile yet harmless. This was something I fixed via overrides in Arcana, so this basically just amounted to porting over that fix to vanilla BN. This was paired with
an Arcana update that simply removed the unneeded changes.
5.
Wraiths now only spawn shadows when they can see their target, shadows only trigger deathdrops if killed directly. This is some prep work that meshes with Arcana, basically making wraiths less of a spammy performance hog if left unattended, while also making it so you can't just idle out of sight and farm essence drops. This was followed up with
an Arcana update that buffed drop rates for shadows now that you can't cheese them as easily.
6.
Melee skill now actually matters for stamina burn of attacks. The code was set to have melee skill reduce stamina cost...by up to 10, when the actual costs tend to be 100-200+ stamina per swing. I set it to actually be proportional, maxing out at taking a full third of the stamina cost out of your attacks, consistent with how move cost of attacks uses melee skill.
And here's some notable recent updates that're still open:
1.
Some tweaks to make mi-go locations less bothersome to tackle. This includes some minor stuff like making it so that smashing the smaller emitters doesn't just make even more heat to flood the place or making it so mi-go atmosphere doesn't hide fire or trip up NPC pathing, but the biggest update would be the nerve cluster. It shows up where you find NPCs in cages, as something that can open all the cages if interacted with, but it comes with a few nasty surprises if you take that easy route out.
2.
The effects teleglow and nether attention give are completely overhauled. This in particular is aimed towards fixing flaming eyes giving out teleglow, since them rapidly giving you fungus after a single stare is just plain annoying to put up with. I didn't really like DDA's solution as Touched Mind is a fairly generic stat debuff, so instead nether attention leans a lot more heavily towards doling out mental-themed side effects, including some stuff that expands on the uses for psyshield artifacts (or tinfoil hats), while teleglow is much more heavily leaned towards dimensional instability type effects. Both are now visible, and some internal stuff involving how the hardcoded effects actually trigger got reworked to make use of effect intensities instead of duration.