Dr. Dungeon reports something.
Dr. Dungeon has worked out the entire character class and leveling up system, how they get experience, what class has various capabilities, etc. Each class has abilities that they are good at. When you go up a level, these abilities will get better. But you also get training points that you can spend to improve your other skills. This is done with actual trainers similar to how they did it in Ultima 7. What's neat about this is that the trainers also give advice about the particular skill they teach you and upgrade you on, so it is more realistic.
The classes Dr. Dungeon has are these:
Fighter
Paladin
Ranger
Thief
Mage
Druid
Ninja
Monk
Bard
Each one specializes in skills different than the others, so the game play is different.
What's neat is how you can specialize. If you are a mage, you will get better automatically at casting, for example. So you might want to raise your other skills, OR you could become a super-mage and pump all your skill points to more casting.
Each class is as powerful as the others, but in different ways.
A bard, for example, may not fight as good as a paladin, or pick locks as good as a thief, or cast as good as a mage. But he is the master in bartering, which means he can much more easily get great equipment.
A thief would laugh at the Hackmaster +12, because with his lowly knife he has a natural back-stab critical chance in addition to whatever is trained in his regular critical chance. He can become very powerful, but is a little weaker in hit points and armor class.
It is similar with ninjas and monks, who have a natural critical punch ability, as well as higher chances of finding secret passages and detecting trapped chests and floor spots.
So the ability to customize your character is very diverse in Madman.
The monster AI is a radical departure for typical AI systems in games, and anything but predictable. It uses a simple heuristic, which in programming parlance would be called a small neuro-net, which operates on a "random with a policy" principle.
The monsters are given a small set of directives which they try to carry out. However, much is dependent on the area, whether it is wide open, or has lots of blocks and walls, etc.
For example - they are not directly programmed to flank you. But if the map has certain barriers in several spots, their probability heuristic will often make them move to the sides, while higher hit point monsters will charge in.
A ranged monster may or may not shoot at range, even if the path is clear. He may actually move to the side of the map, or run past you and range from another direction, perhaps exposing you to some powerful melee monster behind him.
Sometimes they will suddenly pack around you and beat the crap out of you. Other times they will scatter all over the map, or block an exit. The important thing is that they are not directly programmed to do this!
It is the way the map area is laid out that increases their odds of doing certain things, so Dr. Dungeon places the monsters very carefully in different sorts of maps.
Combat is therefore very interesting as its always different, and the monsters can be surprisingly clever.
Dr. Dungeon’s next step is to get the trainers in and start expanding the land. All is going well!
This is not Madman "Enhanced" in the same sense as the Witcher Enhanced is to the original Witcher.
A much better comparison would be like the original Tomb Raider compared to Tomb Raider Anniversary.
It's a complete re-boot and infinitely more elaborate than the old DOS game.