Steven Aus wrote:Okay, since all Magic Users seem to have this ability, the functionality for Copy Spell would be great to implement (the ability that copies a spell you have to an item).
Right, that shouldn't be too hard.
Steven Aus wrote:And while you're at it, functionality for Alchemist skills would be great: Forge Item, Recharge Item, Extract Essences.
Yikes. Alchemy will be
very complicated, especially artifact creation.
Steven Aus wrote:Runecrafter skill: Cast Runespell, and the ability to use Runes to create new spells (if that is different from Cast Runespell skill).
Runecraft, I think, will be fairly straightforward (famous last words…

); the tricky bit would be what kind of UI to give it.
Steven Aus wrote:Also Globe of Light (a skill Sorcerors start with, not sure if it's learnable by other characters), possibly permanently lighting magical darkness for those tiles for the rest of the game.
?
[sound F/X: source diving] The Globe of Light spell should be implemented in the release branch; it's a Fire spell, so any character that can put skill points in Fire or Sorcery can cast it. As for non-spellcasters, the usual replacements, Scrolls/Staffs of Light and Rods of Illumination, aren't implemented yet.
Steven Aus wrote:I'd like you to implement Thunderstrike, Ride the Straight Road, Return to Town (the Thunderlord abilities).
Okay, doable, I think.
Steven Aus wrote:Also, what God skills are there? I have a huge amount of Piety and nothing to spend it on.
Most of the god spells should be implemented…
[checks notes] Manwe's Call for Manwe, Mind Steal for Melkor and Uproot for Yavanna are missing, but the rest are covered. Look for suitable spellbooks in the Temple, or Holy Tomes for your god, which will cover all their spells. Also, some gods
give bonuses to things like stats or speed based on your piety; I think those are all implemented.
Crim, The Red Thunder wrote:And when we get around to see the music (which was the full levle map, light, and ID) maybe make it play nice with preserve mode, so we don't lose artifacts just by mapping a level before we leave?
[checks notes] That should
already be covered as of v0.1.5.
Steven Aus wrote:Is there any Magic User that can cast spells without having an associated item? I've found even Sorcerors lose their spells when their items are taken or dropped.
Well, Geomancers get innate Geomancy spells (all of which are implemented except for Geolysis and Elemental Minion), and Thaumaturgists get random Thaumaturgy attack spells. They can also use most of the spells other spellcasting classes can, though, and for those they need books (or analogues) like everyone else.
Steven Aus wrote:Could you implement remembered spells for Sorcerors, since they are meant to learn spells innately and can cast them until mana runs out?
Hmm, that's probably a big enough deviation from T2 "canon" that it would need to go in an addon.
Steven Aus wrote:And I know I've already given you a lot to do, but could you implement all the scroll and potion functionality when you have the time? As of now, I'm not sure which scrolls and potions have functionality and which don't, and it would be fantastic if they all were functional, even if some have bad effects.

Right, those probably do need to be higher priority.
Crim, The Red Thunder wrote:Eh. Some truly are near useless, and are a lower priority, though getting all the useful ones working would be nice. Potions of stat, healing, *healing*, restore stats, restore experience, slime mold juice.
I think most of those are implemented, actually…
[sound F/X: source diving] okay, !oRLL is only implemented in trunk (but then, experience loss is only implemented in trunk, so it balances out

).
Steven Aus wrote:Also, do bodies rot?
I don't think corpses rot away in T2. I'm pretty sure the "carry a dragon corpse around for Eru piety" trick would have tripped over that, at least.
Steven Aus wrote:I rescued a princess, but when I chose the reward there was an error. I'm pretty sure I didn't get a reward from the princess, only from the dead captor.
Yeah, that's happened before, alas.

Usually so far it's not the princess quest itself, but an error trying to create the reward object. This is where a logfile would be particularly useful.
Steven Aus wrote:I thought I might have had a full inventory (you might want to check for that if you haven't already, and be able to place the item at the character's feet if they don't have room) but I think I had at least one free slot.
The quest reward gets placed at the princess' feet, so that isn't the problem.
Steven Aus wrote:How does DeathMold work?
They don't yet.

As Crim describes, normally they move via random short-range teleport; they also get race talents (none of which are currently implemented) for controlled teleport, telekinetically fetching items, and going up/down levels.
Steven Aus wrote:Anyway they can't currently be used because they get endless errors on start.
Doesn't surprise me (a logfile of the errors certainly wouldn't be turned down, though

).
Steven Aus wrote:Also, are there any things in the game that were not in the original T2? For example, are there any abilities that make sense that can be used in a later version of the engine that couldn't be made back then?
I really should be keeping notes about those… Off the top of my head, the most noticeable changes from T2 canon so far are:
- As Crim mentioned, Beornings' Bearform talent and mimicry-form talents conferred by Mimicry Cloaks are now sustained talents rather than merely having a long duration; things like Mimicry's Arms/Legs Mimicry talents, when eventually implemented, will almost certainly be handled similarly.
- Worn symbiotes can optionally operate in a "semi-autonomous" mode: instead of just adding one round of its melee attacks to yours when you attack a monster as per standard T2, it can attack adjacent monsters on its own at its natural "movement" speed, sort of like T4 Mindslayers and their telekinetically wielded weapons.
- Relic quests now pre-determine which level of the temple will have the relic piece, instead of checking each time you enter a level. On the one hand, this means you can't fail the quest by falling through a trapdoor on the level with the relic; on the other hand, it means you can't use the questionable T2 trick of just checking the first level of the temple five times.
- Princess quest rooms on the last level of a dungeon don't get a spurious down stair that teleports you out of the dungeon.
