Some Fine Tuning

There are a few changes/improvements I've made which will affect new players, and those restarting games attempting a new crawl with a different combination of party members.
First off, I have adjusted the formula for hit/miss stats when calculating %'s of successful and failed combat strikes and/or special skill deployment, to allow for more instances of 'counter attacks' on behalf of the player, which come in very handy as a bonus when facing down more than 1 opponent. Also, counterattacks do not count toward the player turn count, so there is now an increased chance of being awarded multiple turns to strike and/or use items. It won't happen too often, but you should notice an increase in bonus turns + counterattacks. It feels more balanced, but still keeps you on the edge of your seat, as some enemy troops can still wipe you out quick if your 'SPEED' stat is lower earlier in the game. TIP: Use your bonus EXP points to pad out your SPEED stat early on if you want to have increased 'first-turn' starts to most battles.
Second, I have now default-equipped the player inventory with 3 consumable items (Prime, Essence & Scarlet Harlot) from the start of the game to help out with the first part of the crawl, before you have a chance to collect some useful items for battle. It won't make a huge difference, but definitely allows for a hail Mary or two if you get caught with low HP and are taking a beating.
Again, try to avoid most battles until you have collected some items and selected a few party members. It will give you a great advantage overall.
Third, players can now start a new game with the option to completely skip all intro, narrative and dialogue scenes to start out in the open on the other side of the Gnar Wall, placing them in immediate danger with full control over the game.
Please share where you can with any groups or other player friends who may appreciate this little gem.
Cheers!
Dee