The player is in a room on the first level of the dungeon. Note that the pink potion is correctly lit, even though the engine is using a default "ascii" tile.
I am carrying a lantern (light radius 2).
A mineral gleam can be seen caught near the left edge of the screen. These gleams last only a small fraction of a second. Eventually the mineral seam tileset might be redone as something a bit more subtle...
A screenshot taken on the town level. It is nighttime, and a townsperson is visible near the edge of the lantern light. Notice that the General Store and Armoury have custom tiles, and the other shops do not.
Encountering some creatures.
The townsperson is clearly visible, and something else is half-visible at the edge of the light.
The scrawny cat is now clearly visible, and is about to attack me.
This shot shows the revised Inventory/Equipment display. It has been moved to the left a bit, and now doesn't automatically clear the map behind itself, so it is a bit more "transparent". I am looking into ways of doing "real" translucent text, but this is a good stop-gap solution.