Fixed the issue with “sticky” movement keys which was really harming the player experience (when you wanted to move a single square, sometimes you moved or attacked twice, commonly to fatal outcomes)
Also removed the blue from the desktop background, so we are effectively full monochromatic now. I like how it looks (but might want to force some kind of dithering for the modal mask so that it doesn’t go full back).

I implemented the Poisoned effect as well as poison attacks by some enemies. It was pretty straightforward on traditional turn based grid based, but since this is BI92 you always got to account for the other combinations.
| Turn Based | Grid Based | Poison effects every turn |
| Real time | Continuous | Poison effects every 3 seconds |
| Turn Based | Continuous | Poison effects every 4 Action Points are spent |
| Real time | Grid Based | Poison effects every 3 seconds |
The good part is that the infrastructure can be reused for other status effects.
I think it’s about time to release a new version before continuing with further developments.
Next up:
- Add dithering for modal mask
- Implement potions of poison (drinking)
- Allow throwing potions
- Implement poison attack when throwing poison potion
- Continue with the rest of status effects