Steven Aus wrote:
(Btw: is L50 the maximum level, is it possible to increase it with an addon?)
Level 50 is the maximum level; there isn't currently an addon that changes that, thought I imagine it would be fairly straightforward to create one.
Steven Aus wrote:
Once you've cured poison, you get an error or 2 every turn for a nonexistent poison tick, probably for the rest of the game unless the bug can be fixed for existing saved games.
[sound F/X: source diving] …Holy crap, the timed poison effect was
recursive — every time you took a point of poison damage from the effect, that point of damage was poisoning you for another ten turns.

Needless to say, that's fixed in SVN.

That may or may not be related to the bug you observed, which I wasn't able to reproduce after I fixed this.
Steven Aus wrote:
Btw: Return to Town still doesn't work if you haven't recalled out of town (I started a new Thunderlord and confirmed this). Presumably it would work if that happened, but I can't be sure as I haven't recalled out of town yet.
[sound F/X: source diving] …
[sound F/X: forehead repeatedly striking desk] Okay,
now it should work.

Steven Aus wrote:
Are the monster characters in Bree immune to sound damage? When I do Thunder Strike it only seems to do lightning damage.
Are they being killed by the lightning damage? If so, it probably won't bother reporting the sound damage.
Steven Aus wrote:
Also, I don't think Globe of Light is illuminating properly. I use it in dark areas and it doesn't illuminate any areas, and I use in lit rooms and the same area is lit. I don't think it has a problem doing damage when high enough level (as I have seen that happen) but I don't think it is illuminating areas at all currently.
[sound F/X: source diving] Ah, that wasn't implemented yet. I've checked a quickie implementation into SVN. But it should still have been lighting up dark rooms if you were in one. Though in the Downs you might not have run into any of those.
Steven Aus wrote:
For items that have been partially IDed already, you don't get the extra information of cursed, average or great when you pick it up (so the game is currently unable to update a partially IDed item to include the cursed, average or great status).
By "partially IDed", do you mean Identify vs. *Identify*? That's standard T2 behavior; you only get pseudo-ID on unidentified stuff.
Crim, The Red Thunder wrote:
If you mean the pseudo ID after a certain time, that says 'bad', 'terrible' 'excellent' 'good' etc, it takes time, and a fair while unless your skill is pretty high
That was actually changed in one of the 2.3.x versions (at least as of 2.3.9, which I'm roughly mimicking): pseudo-ID is applied immediately when you pick up an item (and possibly in some other cases, I haven't checked). Although you do still have to have 10 or higher Combat/Magic skill to get "strong" pseudo-ID (ie. distinguishing "{good}" from "{excellent}").
Steven Aus wrote:
How are you going with the Shoot Arrow functionality?
You're gonna run me ragged at this rate, you know that?

I'm in the middle of implementing wands, staffs and rods; I can try to figure out archery next.
Crim, The Red Thunder wrote:
Floating eyes have a chance to paralyze adjacent units, even if they haven't been attacked yet.
Which may or may not be implemented yet.

None of the early eyes have a particularly good chance of hitting in melee as I recall, though, and they may not even have woken up by the time you walk up and hit them, so they don't often get a chance to have any effect.
Steven Aus wrote:
Also, there are some melee units that give an error when they attack. I'll attach my log and error reports.
[sound F/X: source diving] *groan* Okay, those should be fixed in SVN too.
Steven Aus wrote:
Random quest numbers can't be edited. If you try to change the 20 default, it doesn't let you put any other numbers in.
Rrrgh… I've run into that before, I think, and I have absolutely no idea what's going wrong or how to fix it.

Steven Aus wrote:
Also, Game Options can't be edited once you are in game. Clicking on the Apply or Cancel doesn't do anything, and closing with the top right hand box cancels any changes you made.
[sound F/X: testing] Hmm, there's an odd effect going on: the mouse-click zones for the Apply and Cancel buttons are actually
below the buttons themselves. I'll need to investigate that.
Steven Aus wrote:
I found Smeagol was stealing gold from me all the time, though I was about level 5 or so (Yeek Sorceror). Is he meant to attack? And what dungeon is he normally found in?
Ah, so stealing gold works?
*whew* [checks notes] Sméagol is level 3, so he's probably most likely to appear in the Downs. He has one melee attack that steals gold and doesn't do damage. And he's invisible, which is kind of annoying, as you learned.