I'm still working on some loose ends. I've added a sign posts that should help you to find the right path. If you touch them, a message appears that tells you the direction. But if you are able to read these signs by touching them, the same has to work for the signs that are attached to shops and tavern...so I added this as well. I also added a new sound for the wilderness, a kind of bee humming.
However, the biggest issue was performance on my new Nexus 5X in dungeons. Because the GPU governor (the part of the OS that takes care of the GPU's clock frequency) thinks that it's a good idea to clock the GPU down to 180Mhz in dungeons after some seconds for whatever reason (it doesn't do this in the wilderness). There's no way to change this, so I had to increase performance in some other ways. My worst case was a dungeon that consists of many small rooms...I got ~17fps on my shiny new device in parts of this dungeon.
So I optimized jPCT-AE's light calculations as well as the dungeon rendering process of the game and I'm now at ~26fps at the exact same spot with no visual impact at all.
While I was profiling the engine's code, I found out that the multiplyMM()-method from the Android SDK actually sucks:
http://developer.android.com/reference/android/opengl/Matrix.html (I can't link directly to it because the forum won't let me)
It's in native code, so it should be fast. And maybe it is, but the overhead of calling it hurts it more than it helps. I replaced my calls to it with my own, Java based implementation and it's 4 times as fast on Android 6/Nexus 5X and even 5 times faster on the Note 1 with it's trusty Dalvik VM. This method has to date back to the early days, where the VM was so slow that going native here made sense...but not today anymore.