First some screenshots from http://www.net-core.org/tome/t4/gallery/:
First the main menu, simple, needs some embelishments :=)

Loading a game module

Creating a character, mostly notice the availability of acentued characters

Default game view, with line of sight, monsters, seen & remembered tiles. Notice also the player is not an @, this demonstrates easy graphic tiles integration.

Flying combat text: I just fried three dragons, and it shows (if not a kill it displays the damage done). The colored stains on the walls and floor are bloody death, just like in T3's Bone to be Wild

Visual targeting system. It can track monsters or be freeform targeting. It also enabled "tactical display": each actor gets an outline for its friendliness status. The targeting line turns red for inaccessible areas.

Visual area of effect targeting: When casting a spell like a fireflash it will show which area will be affected. Notice the circle drawn is not perfect, it accounts for walls & such.

Levelup is made of two parts: stats and talents.
Stats are different from T3, I believe they should be better (and they are a bit stolen too

You get stat points every levels, and can also obviously get equipment & potions to increase them just like in T3

Talents are a merger of T3 skills & abilities. Talents are boolean, either you have them or you dont, just like T3 abilities.
There will be talents to teach spells, to improve various stats, to affect other talents, ...
Talents are split into categories. Each class gets access to some categories by default and the other ones can be learned later. Maybe with FF-like quests

Oh and no more carrying books around! Yay!

And a bit of mass murdering because it is fun


Oh and lots of stuff work with the mouse too, it even has tooltips

So currently what works:
- definition of game modules
- zones, levels and maps. with a few basic map generator
- entities: the basic building blocks of levels, they are subclassed into terrain, actors, players, objects, ...
- many actor stats and subsystems: life, stats, talents, leveling, ...
- nice targeting system
- damage types, with various projection types (bolt, ball, beam, direct)
- basic combat system
- turn based game class
- realtime game class
- energy based actor movement (allows to implement different speeds)
- many basic classes to make coding feel like a pleasure and not a pain

- documentation to most classes and methods of the engine ! (see http://www.net-core.org/tome/t4/doc/ for an example)
- mouse support. it works in many places, targeting, tooltips, dialogs, ...
- savefiles, along with persistent levels
Obviously most if not all of this is optional for modules.
Many things remain to be done obviously but I am quite happy of what I did in just over one week!
The most glaring omission is the AI and objects system (but it is just an extension of entities just like actors, not very hard to do).
I'm currently making a resource system to handle mana & such and then probably the basic framework for AI.
If you want to check it out:
svn co http://svn.net-core.org/repos/t-engine4
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pass: guestor