What was the rationale behind removing lua? I sense a lot of hate for lua on this board, and I've always preferred working with a C++ engine and lua scripts rather than hard-coded everything.
Using C does not mean everything has to be hard-coded -- T2/Unlua still uses all the same edit files, for instance.
In fact, if you look at Theme vs. T2, most
of the customizations that matter are in the edit files, not the Lua files. (A few things are in the Lua, for example custom spells, but the variations implemented in those could easily have been accomodated with an "edit files for spells".)
If you want more examples of extreme moddability without scripting take a look at D2:LoD and Median XL.
One of my favorite things about T2 versus other variants was the ability to script in things with lua without having to do a new build every time.
Compile times aren't great, but that's because of the insane way the .h files are "structured" -- everything was just thrown into a single monolithic .h file... which means that even trivial changes which only affect a single module require a recompilation of everything. Also, you probably remember compile times from a few years ago -- computers are a lot faster (and finally
something to use those multiple cores on!
Is there something about lua that doesn't work well with T2? What am I missing?
I hopefully answered this in my other post.