Wow, Castler, that's some amazing feedback. Beta 6 was released due to RL stuff and lengthy changelog and not because I deemed it particularly complete.
/Addendum: My home's a mess right now (argh, indoor painters not caring to show up and finish their work), so I don't know how soon I'll get around to fixing stuff/
Monster difficulty is often high. I ran into a grick on level 1, and with DR 10/magic, I don't think I even managed to hurt it. I ran into a CR 4 stag beetle who beat my dwarven fighter within an inch of his life. My sorcerer started 3 squares from a CR 3 earth elemental. With no spells, he very quickly died. My wizard confidently strolled through the dungeon, using Fiery Burst to shoot down everything from a distance... until he ran into a howler who moved 4 spaces in one turn and ate his face
I planned to bump up some monster CRs (razor boar, satyr, grick, pretty much anything with DR). As for starting close to monsters, I plan to implement a distance filter for monster generation. My grasp of T-Engine speeds is also pretty tenuous and I am going to fix monster speeds.
There's no cooldown and no limit to the number of creatures you can summon. Swarm the level with heavy warhorses!
Obviously a bug, not intended
DR/magic seems to be broken; even though I was wielding a magical longbow, I always did 0 damage. From looking very briefly at the code, it looks like self.magic_bonus (game.player.magic_bonus, in this case) is checked, but magic_bonus is a property of the weapon (and possibly game.player.combat), not the player.
Weapons work by granting whatever they have to the wielder (=player in this case), but I will double check.
I don't understand the purpose of containers. 15 encumbrance for an empty bag seems like a lot compared to, say, a 5 foot steel greatsword's encumbrance of 8, and they don't seem to serve any purpose other than organizing your backpack. Am I missing something?
Corpses, meanwhile, weigh 0, which strains my suspension of disbelief.
Silly oversights. Should get fixed soon.
Starting equipment is un-ID'ed. Surely my character should know that his starting rations and water are, in fact, rations and water?
Pseudo-ID and auto-ID pick a random item to ID from your entire inventory. It would make more sense to have them randomly select from only those items that aren't already identified. I can try and come up with a pull request for this if you're interested.
Starting equipment has a full_id=true flag, time to check why it isn't ID'ed in-game.
As for ID-ing, yes, that would be a better idea. Also it should work for equipped/worn items, not only those in inventory. Something I've intended to fix for a long time but couldn't figure out how to do it.
Summon Monster I always summons a wolf, regardless of what you choose.
Seems I forgot to implement summoning the choice
time to fix.
Skill points are buggy (or at least doesn't match D20). It looks like it's (class skill points) * 4 + (int - 10) / 2 for level 1, when D&D 3.0 and 3.5 use ((class skill points) + (int - 10) / 2 round down) * 4. Skill points for leveling up also don't round intelligence modifier down. Is this intentional?
No, it isn't (and probably caused by me having ended Maths 4 years ago)
While bleeding and dying, I can't move at all, even to attack the enemy next to me. This makes dying a rather frustrating experience for melee fighters.
Allowing attacking is a reasonable idea, the current code was made before I implemented the attack but not move thing for fungi.
Spell DCs in general don't match D&D and don't take ability modifiers into account; not sure if this is intentional.
Not intentional - they are meant to take ability modifiers into account, but I never figured out how to do it. Current values are placeholders.
I had great fun going around lethally stabbing foes with my extra-pokey longbow
Obviously not intended. Forbidding using ranged weapons in melee has been on my to-do list for ages now.
but it lost the tooltips explaining what different stats do.
Whoops, missed this one in reworking the character creation screen.