Hah! As far as I'm aware Java is a pretty memory-safe language, and the game has also already supported text input for a while now, so hopefully never.
Please look at the screenshot again, there already are separators when two floors are on the same row. Separators on different columns seems unnecessary as there's already a new header that serves as a separator.
To the surprise of absolutely nobody, I'm closing the comments on this thread.
It's a rainbow colored potion wishing people a happy pride, it is as similarly inoffensive as any of the other holiday items, and will be gone in a few days. Obviously not everyone celebrates such a holiday, and that's fine, but If pride existing in the game offends you but halloween/christmas/chinese new years doesn't, then you should consider why that is.
Gold and hidden rooms are never contained deep into walls, there's no reason to dig more than 1 or 2 tiles out from a room in search of secrets.
The horn charges based on exp gain, not based on time, mainly to prevent people using an upgraded horn to stall out hunger forever. The amount of charge you get per hero level scales from ~0.33 rations to ~2.25 rations at +10. Each ration you put into the horn will be recovered after about 5 levels.
the main idea is that artifact levels aren't analogous to levels you spend SoU on at all. I'd honestly rather just change it back to the way it was before, where transmutation simply failed if you rolled all the artifacts.
A weaker enemy from the next region can rarely appear at the end of the current one. This goes for thieves in the sewers, bats in the prison, ghouls in the caves, etc.
It depends a lot on what items you have. Generally upgrade/reforge/harden are better if you already have good gear, and smith is good if you need to fish for a good weapon or armor. Reforge, harden, and upgrade can each be used a second time, but the second use costs 1000 more favor.
Generally anything that isn't equipment can be used in the alchemy interface, but not all items have a recipe.
I was very happy with RoA when I first thought up the concept for it. I was mulling over adding a new ring but didn't have a great idea, and knew arcana was a winner the moment I thought of it. Enchants and glyphs have always been fun for players to use, so letting them access the power budget afforded to SoU allowed me to really heavily boost them.
No specific date yet, but we are getting close. I said 'sometime in July' and I think that's still accurate, though it'll be later obviously.
It's worth noting that v2.5 ended up growing quite a bit bigger than I initially planned for it to be.