I'm going to go ahead and post my initial responses here (had half of them typed before I knew he wanted the bugs elsewhere :P), then go ahead and start adding to the Project Tools list when I get a chance.
The one thing that probably counts as 'feature request' that I'd say is essential for this bugfix release is some form of crash recovery. The worst bugs in the game are the crash bugs, and that is because there is no way to recover from them and you just lost a character that is often many hours old. Fixing the known crash bugs is great, but making it so you can still reload your game and continue when it DOES crash is even better.
To go into further detail, the issue is that only the natural generation rate of monsters is taken into account when applying the increased monster strength effects based on how many you've killed. For most monsters this is fine, and probably even too weak of an effect -- but for monsters that can be summoned and monsters that are pre-set at various places in the game, it causes major issues.
A lazy quick-fix for this issue would be to boost the natural Jackal spawn rate from 25 to 50 and Chaos Servant from 10 to at least 25 (possibly 50). This is obviously not ideal, but it would be a really easy way to temporarily fix it until a real solution could be coded.
This is a fantastic solution, and not even much harder to implement that my temp. fix above. I think summoned monsters are already flagged, too. I imagine the required coding would be pretty simple:
1) Create a pre-set monster flag, assigned to every monster that is created by the game rather than randomly.
2) Create a second counter for killed monsters only for summoned & pre-set.
3) When a monster is killed, check the flags to see if it was summoned or pre-set. If so, increment new counter; else, increment old counter.
4) When tallying total monsters killed, add together both counters. When checking strength increases, only check the random generation counter.
I think this is rare enough that it is probably fine to leave as is - it IS kind of a hilarious way to die :)
That is exactly the case. A simple removal of the 'half damage for non-Paladins' effect should fix this fine; it's cool that it deals double for Pallys but it doesn't need to deal only half for everybody else on top of that.
Which can then be fixed with a blessed scroll of repair -- this lets you bless huge stacks of items (say, Stomafilla) all at once and is pretty abuseable.
They are set to start with a random item from the entire BOOK item set (well, up to danger level 3) rather than specifically a spellbook. This basically means they are just horribly gimped 10-15% of the time, and this should be fixed.
To further clarify this, it is commonly abuseable to throw potions of any of these effects or cursed potions of invisibility at boss monsters and make the fights completely trivial. Most (maybe not all) of the major bosses should not be vulnerable to these effects or at least have a higher chance of resisting them.
Correct - It makes it easier to become chaotic rather than harder. This should only be a matter of changing a *1.1 to *0.9 or something simiarly simple.
That is the best fix for Gremlin Bomb abuse - simply make them not have pockets to pick. One simple change removes one of the most abuseable scummy tactics available and is a lot less complicated than other possible fixes.
There's a check to see if the randomly generated item is made of Paper, and if it is, delete it instead of creating it. I don't see it look back to create another item in this case, though - so I think it just deletes the item and moves on to the next one rather than generating a new item for the same spot.
I'm not certain on this one, but from what I see I would bet adding a simple loop (or if necessary a goto) so that it keeps making items until it makes a non-paper one for that square would fix this pretty easily.
There's a ton of stuff like this, though. I'd categorize this under 'necessary game improvements' rather than bug and say it should be ignored for now, but definitely a priority for later.
For someone that has all the basic information about the game available, Metallurgy does absolutely nothing, while Haggling at least does something (even if the effect is weak). Even for an unspoiled player Metallurgy's information is pretty paltry; the skills in general need to be better balanced, but again, that's something for the 2nd update and not the first.
This system definitely needs to be overhauled, but I don't think it really qualifies as something that should be fixed right now. A high priority for the 2nd update, though.
True, it doesn't need to be perfectly balanced, but it should be BETTER balanced, and Candle is strictly the best birthsign as it currently stands. However, this isn't a bug, and is something to look at for the 2nd update.