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Some interesting ideas here and a fairly polished package! That said I felt like for being stealth-first I didn't have a lot of opportunities to leverage stealth  - I saw there were vision cones and so on but I didn't necessarily have the means to avoid them or predict how they would behave which just lead to me being caught a lot of the time! 

Thanks for the feedback, it's really appreciated.

In traditional stealth games like Metal Gear, Splinter Cell, and lots of others, the enemies are hand crafted and their behaviour is completely obvious.  Sneaking past them requires you to solve a puzzle.  

The issue with translating that experience into the Roguelike genre is how to procedurally generate maps, enemies, and items and have the game's systems provide the stealth experience.  I did try predictable paths, but that became way too easy.  Roguelikes tend towards difficult challenges, so that was thrown out.  I didn't opt for pure randomness either, as that's often annoying.  So, their movement follows a path to a selected point.  If you're in that path for 2 turns, they go into alert mode and move towards you.

Players can hide under certain tables, just like in ThiefRL.  Enemies will still come towards you, but will return to patrol mode, as long as you stay there.

The best chance for players to dodge enemies once detected, is to use the various spells available to them (bottom left buttons).  Getting that balance right though, is obviously a difficult challenge.