http://opengameart.org, which are a big improvement on the smiley/frowny faces from before. Threw together the weapon and tile graphics myself, and got most of the meat of the game's logic integrated with the graphics rendering. There are still bugs like text displays not updating as often as they should. The code is rather more spaghettified than it should be, so I might slow development down and take the time to modularise things better. The new floor tiles make route planning much easier than the original ASCII display, and the weapon overlays are a lot clearer than the obtuse colour filters of the previous version (not to mention the player can now use shift or control to restrict the overlay to information about tiles that can be attacked or tiles that can be attacked from).
On the other hand, I'm not sure 16x18 character sprites are very good for viewing at their original scale on a desktop or laptop monitor. I've transplanted them to a 22x22 grid, which (with a few tiles shaved off in each dimension) is about as big as sprites can be to hold a grid of this size in a 1024x768 window. Doubling the sprite size would entail either halving the map size (with catastrophic consequences for gameplay), or restricting the view to a subsection of the map (meaning that player and monsters can attack from offscreen, which is just bad). I'll probably try both, though I'm leaning towards maintaining map size, restricting view, and imposing a maximum range (8 squares or so) on attacks. Then the only danger is if the player is moving quickly and a monster with a strong ranged attack appears from offscreen, giving the player only one turn to react. In that case the player should have checked the list of enemy weapons before starting to run, but perhaps I'll leave the full-map view as a toggle to exchange prettiness for safety in later levels.