Yes, v1.0 was nearly complete. The first 3 out of 12 areas were 100% complete and the rest only needed NPCs and treasure chests put into them (and there was an odd dungeon here or there to be re-programmed due to changes in design)
There were so many cool features, like how battle damage would display over a stricken sprite for a brief moment, and how enemies started in roam mode until you came close to them at which point they'd "see" you and enter follow payer mode. I'd also written a really cool 50 or so LoC treasure chest script that checked if the player had opened a chest before and could handle unlimited amounts of chests without modifying the code. I had 50 chests in the game, and the records of which player had opened which chests were stored in text files.
It was so easy to edit the spawnable monsters on each card too. Everything was referenced from a master database read at the beginning of the game, so if I added a monster to the desert region it would be added to all desert region cards without having to change the card script on each card. I'd drawn some cool new sprites as well, like a scorpion for the desert (which took 2 days to get right due to the difficult perspective) and a warrior with an awesome axe as a playable character.
I remember talking to Gnome one day over the PM system about the Roguesoft Battle Engine, and I said something like "Tides of Fáden is finally nearly finished now which is a great workload off my back, so I'll be able to return to work on the RSE soon."
It was the best and biggest game I've ever made, even though there was no way to actually "win" it because it was free roaming treasure seeking gameplay (the highest level bosses were the Medusa in the temple of Shiny Sands and the blue Dragon in Winderfall Creek's cave, so I suppose if you managed to beat them you kinda won the game). How devastated I was upon the HD's obliteration.