Day 234* Added party teleport system. When you press the teleport button and there are no enemies around all of your party members are automagically teleported around you.
You can also make this automatically happen whenever you open a door. This could be initially confusing but it speeds up the game considerably. No more useless walking around.
* Added new speed system. Now each enemy and player has a Speed attribute. Whenever you open a door it orders all of the characters by their Speed for their turn order. This will allow more strategic decisions for who should open doors, and also during combat.
* Removed delay when cycling through players.
Here's a screenshot showing the flood filling algorithm I used to determine which spaces around the player are free and can be used to teleport allies onto:

I felt like I got a lot of stuff done today. I did 2 out of the 3 difficult systems that I mentioned. The teleport system only took about 2 hours and was quite straightforward once I'd gotten the algorithm down for searching nearby tiles.
The Speed system was quite difficult and challenging. It basically required me to rewrite how turns were handled, as before I was using a system that was really "player phase" or "enemy phase" and had two lists (queues) holding the characters to move that phase. I had to combine those into one big priority queue ordered by the Speed attribute so that the fastest units move first.
Once I'd implemented the Speed system there were a lot of problems and inconsistencies that I had to address. Little things to do with how the end/start of a turn came about which led to a few bugs which I managed to fix after lots of staring at code.
Next Up:I need to
implement new UI which handles the Speed system and gives better feedback. I also need health bars above characters and enemies when they take damage.
I will also look at adding in the
crafting system, which shouldn't be too hard.
After that I need to add in shadows for the new Castle tiles and then there should be a lot of content creating! New maps, items, progression.
Steam Greenlight is live in under 6 days, so I'm aiming to have an impressive version of the game and make some cool videos by then. Ludum Dare this weekend as well might take up a bit of time!