We still need to do quite a bit of optimizing on the tilemap code. Fruny thrashed around with it for a few hours the other day, and managed to wring some more FPS out of things, but it's still pretty slow.
On the Golem side of things, I did some more tweaking of AI, and added a whole host of new stub routines to the monster AI system, for things like target selection, enmity determination between monster types, etc... Still haven't hacked in the path finding stuff, so monsters still try to walk through walls. [grin]