Thank you very much for the kind words, guys

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Feels like this forum stays a home unaffected by moving home in RL which is a very comforting thought

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I will post a new IB Beta version soon with a few bug fixes (and many new bugs, too, I guess

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This will also contain the new lighting system for dark areas (optional as always). Maybe I can get a video on this done as I think it would be nice to see it in action. Features include:
1. much better support for scrolling and smooth movement (changed system to illumination of full tiles instead of the hexagonal shapes used beforehand; these will still be used for normal night time though),
2. works cross seamlessly connected areas without restrictions,
3. calculates illumination based on topography (walls/height levels block the light),
4. flexible light radius (max. 4 squares),
5. six light colors for halo on light source square and color tint of illuminated squares,
6. colors can mix if a tile is hit by different light sources,
7. pulsating shadows to simulate flickering light,
8. moving light sources possible (eg patrolling creatures with torches),
9. party light via torch on/off (via "t" key or mouse click on torch icon, has a nice fade in/fade out effect),
10. diiffculty of trait checks and encounter modifiers can be affected by darkness
11. dynamic recalculation of all illumination, no pre-baking of light maps (therefore light scripts can turn on/off all lights at any time).
Please note that there is no fog of war in areas using the new light system. Instead, only illuminated squares are visible (but they are visible regardless of having been uncovered beforehand).