Steven Aus wrote:
1. If you have princess quests/lost sword quests every level, you can easily get spiders and Mirkwood spiders in the first few levels of Barrowdowns, and AFAIK, they can both paralyze. So I decided to turn the quests off (0) this playthrough.
98 quests will bite you in the proverbial in the late game, with quests on every level of Angband. The default is 20; I usually do 49 as a happy medium.
Steven Aus wrote:
2. Still got killed by a cave spider. Well, I had run
out of light, so that's something to avoid for next time.
[sound F/X: source diving] Ooh, yeah, those are +100% normal speed; they're no fun in the early game.
Steven Aus wrote:
3. New game: just realized that you can cast Conjure Lightning when you don't have enough mana. If you do have enough mana, it is used, but if you don't you can still use it for no cost.
[sound F/X: source diving] You mean Thunder Strike? As a racial talent, that can be cast from hit points if you don't have enough mana; are you losing HP in that case? I suppose I might need to mention that more prominently…
Steven Aus wrote:
4. Has piety and strength (carrying capacity) functionality been added? I noticed with Manwe the last time he was my character's god, that the character wouldn't lose any piety if he didn't pray, and then once he prayed (even if he stopped praying) the character kept getting more and more negative piety because he couldn't kill evil creatures quickly enough.
Piety should be implemented. How long did you wait for your Manwe piety to drop? That should happen even when you aren't praying (though slightly more so if you are), and for Manwe it should happen every 30 turns at normal speed. And yeah, my experience with Manwe followers is that your piety will suffer for much of the early game; usually plowing through Orc Cave will get it back above sea level for me (don't forget that you only gain piety for killing evil monsters if you're praying while you do it).
Steven Aus wrote:
Not sure if there is a penalty for carrying too much if you have lots of heavy items.
No, carrying capacity isn't implemented yet.
Steven Aus wrote:
Depending on what you are doing in the mod at the moment, I would say my suggestions on what to do next would be, in order:
Bugs that are found that need to be fixed (obviously only when I or someone else finds them)
Well, that goes without saying.

Steven Aus wrote:
Carrying limit, or penalty for going over the limit, based on strength (if it isn't already there)
Functionality for Piety, Gods and Praying/Stopping Praying (if it isn't already there)
Alchemist functionality
Well, currently I'm working on Alchemy for the next main release; I can probably wedge carrying capacity in there too. Piety and praying should all be covered, I think.
Steven Aus wrote:
Any other magic users not implemented
Hmm, most school spells are implemented, including (most of) Geomancy, so that should cover most classes under the Mage class group; Thaumaturgy was also covered a while back. Mainly that leaves Necromancy and Runecraft untouched.
Steven Aus wrote:
DeathMold functionality
[sound F/X: source diving] All the DeathMold race talents are implemented; their semi-random teleporting in lieu of ordinary movement is the tricky bit, especially on the world map.
Steven Aus wrote:
LostSoul functionality
Yoiks. I haven't even looked into that one.
Steven Aus wrote:
Of course, there is no time limit, but I just wanted to let you know what I would like. If you are still working on the map generation code, or other crucial code that multiple races/classes depend on, of course that takes precedence.
Map generation is mostly done; there are some features like tree/water/lava streamers and some special zones like Erebor and Maze and Heart of the Earth that I ought to get back to eventually.
Steven Aus wrote:
6. Btw: can you send me the original T2 code that you are converting to TEngine4 so it's backed up in a few places? I'm not sure if the place you got it from is still active.
Well, most Linux distributions should have some version of the source code; the one I use has
2.3.5 and
2.3.11, which aren't the exact version I'm working from, but should be close enough.
Steven Aus wrote:
7. a) Bonus question: Would it be possible to make a bag object that could hold multiple items? It may have not been in T2 originally, so it might make a good addon. Of course, carrying capacity from Strength stat would need to be implemented so this isn't overpowered (especially since items that are the same can already be stacked in the same slot).
7. b) There could still be bags of holding that would reduce weight for items inside them, but since there doesn't seem to be the same interaction between items in inventory as in Nethack, maybe bags, and bags of holding would be specifically excluded from being put in bags and bags of holding. Items in bags would still need to be pulled out of them for use, but multiple separate bags could still be an option.
Bags would certainly be possible in theory. It would definitely need to be an addon, as I imagine I'd get serious objections to adding it to the main game.

Steven Aus wrote:
8. Bonus question 2: Is there meant to be any effect of projectiles (or certain melee attacks) on items carried by a character? I don't mind either way, but it would certainly make the game harder. Maybe this could be an option?
…? I'm not sure what you mean here. Certain damage types can destroy items in the player's inventory; fire can burn scrolls and spellbooks, for instance, and cold can shatter potions. That should be implemented.
Steven Aus wrote:
9. I just tried two High Elf Archers, and when I went into the Thieves' Lair, and tried to equip the quiver from the ground before and after the bow, this error occurred and the quiver disappeared:
[sound F/X: source diving] …what. Map:removeObject() doesn't return the object removed from the floor as ActorInventory:removeObject() does.

Should be fixed in SVN.
Steven Aus wrote:
10. Word of Recall only sends you to the first level of the last dungeon you visited (rather than the last level), at least when you use Return to Town (Thunderlord talent for recalling to town).
…? I'll investigate. What does the "Show Recall Targets" option from the game menu report?