Porting TOME is a huge task, and I'm sure most of the bits that are mentioned here are not implemented yet rather than bugs per se: - I remain delighted you're working on it


I've noticed that you can currently rest on jumpgates, which is useful (but not part of 'classic' TOME

It's hard to have no home at the start; - would you mind releasing an interim patch with the thieves quest fixed? it'd make play testing easier.
Does item weight matter at the moment? (thinking of the inventory)
Mice and Insects don't reproduce (which actually I hugely prefer as numerous levels become unplayable for low level characters until scrolls / staves of sterilise are available).
Spectral monsters in early levels of Barrow Downs seem to be frustratingly common and paralyse constantly. I don't recall spectral monsters causing this degree of deaths in the original game 2.35. (I have had a few winning characters over the years though not recently and have probably got sloppy in my old hermit-like age). I know it's probably the whinge of a bad player


I've found a leech and a pike on grass rather than water.
I've had quite a few levels fully lit on entering the level. Feature or bug?
using an unidentified wand of manathrust doesn't identify it. (although when you use the 'gold wand' it states you cast manathrust...)
Thaumaturgy:
Tried blast - destruction - no effect
Also on thaumaturgy; - wall creation spells don't currently cover lava which they did in 2.3x
Is it currently possible to close a door?
Is it currently possible to bash a closed door?
Should a shop *ID* an item when it is sold (currently not the case)
Novice mindcrafters are 'evil' and 'undead', even the non-zombie ones - is that correct?
When attempting to go to wilderness map I got a popup saying take off your light; but in wilderness mode I couldn't see anything without the wielding the light source....
A level 1 barrow downs level started with the stairs in the quest chamber - ouch!
Shallow Lava and deep lava don't do any damage
An eru following sorcerer with no equipment managed 171 mana at level 8 with level 12 sorcery and level 12 spell power and no equipment that modified mana. 45 life. I did a matched non-eru following sorcerer who had 66 mana, and 34 life. I'm sure that there's some variation but that's quite a difference...
The comment about 'seeing' invisible monsters previously: character was (is) human sorcerer, no infravision. When attacked by a green glutton ghost, intermittently you get told "The Green glutton ghost...", likewise you find out what you killed if you use e.g. globe of light on an invisible monster.
..."Something touches you, player misses clear icky thing"
..."Player hits something for 62 damage, player killed clear icky thing"
You'd asked about unique items: I have found holcolleth as a quest reward. Also Eriril (with a decent and now lamented character - murdered by a paralysis from a spectral ant or something at a low depth (Grr))
A couple of lua errors below:
used detect monsters; a large number appeared on map; mouseover the monster led to the following error.
error = "Lua Error: /mod/class/NPC.lua:349: attempt to concatenate local 's' (a nil value)\
At [C]:-1 __concat\
At /mod/class/NPC.lua:349 check\
At /engine/Map.lua:801 checkEntity\
At /engine/Tooltip.lua:313 check\
At /engine/Tooltip.lua:327 getTooltipAtMap\
At /engine/Tooltip.lua:284 displayAtMap\
At /engine/interface/GameTargeting.lua:66 targetDisplayTooltip\
At /mod/class/Game.lua:673 "
seen = true
reported = false
No idea what precipitated this error; - I'd just used a view spell successfully. Wierdly a snaga had previously been able to cast confusion as a spell; - is this normal? I put on a ring of invisibility to escape the ambush...
error = "Lua Error: /mod/class/NPC.lua:349: attempt to concatenate local 's' (a nil value)\
At [C]:-1 __concat\
At /mod/class/NPC.lua:349 check\
At /engine/Map.lua:801 checkEntity\
At /engine/Tooltip.lua:313 check\
At /engine/Tooltip.lua:327 getTooltipAtMap\
At /engine/Tooltip.lua:284 displayAtMap\
At /engine/interface/GameTargeting.lua:66 targetDisplayTooltip\
At /mod/class/Game.lua:673 "
seen = true
reported = false
I know I've put a few ideas into the thread which are probably more suitable for a variant, but I wondered what you thought about breathing animals e.g. dragons etc having a breath attack with a similar tile distribution to a breath attack in T4, i.e. rather than casting a ball spell on the player with an area of no-damage next to the creature's mouth. Great Wyrms could have a huge range, whereas young dragons could have a lesser range... Again it might not be very easy to code...
Keep up the good work
