hmsong, regarding gloves and Polished_Weapons, arggg...
So here's the deal. I do want to make a visible graphic for the glove weapons. Before SoM was released, glove weapons had visible claw graphics on both hands, but it was cut before the game was released. ManaRedux has tracked down quite a few pre-release screenshots from Japanese magazines and such so that I have reference pictures to try and recreate it (that's where that new Mushroom_Cap icon came from). However, weapon animations use many frames of animation and there only a handful of reference images, so the info is incomplete, so I'll have to guess / make stuff up for the bulk of it.
Ignoring the art itself for a second, there are 100+ frames of animation that have to be created to make it work. The girl and sprite also have weapon positioning fixup offsets that have to be adjusted for each frame of animation. For the flails, I could use the normal whip animation frames as a starting point, so even though they took a massive amount of work, it was still manageable. The gloves, I'm starting from scratch. I've considered using the sword as a template, possibly even cutting it back to only a claw on the main hand, as the characters have so many differences in their hand positions during glove animations that a claw on each hand may not be feasible, but I don't know yet.
A caveat, Spike Knuckle has to be invisible. It's weapon 0 and used as an "invisible" weapon in far too many places (things equipping weapon 0 to hide their normally visible weapon, etc.). So I'm leaning towards only giving the "claw" glove weapons the graphics, and leaving the "knuckle" glove weapons invisible.
This may never happen. It's a massive project and one of my moonshots. The arggg was because if I did pull it off I wanted it to be a surprise, and if I don't, no one would know I worked on it.
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Regarding buttons, it may or may not be easy. B and A are recorded in different bytes, though thankfully occupying the same bit (0x80). Sometimes the button checking logic is very tightly tied to the exact byte and bit that needs to be checked, sometimes not. I consider this low priority regardless as it's only for a very brief period before custom buttons can be assigned / go into effect.
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Regarding plurals, especially in colloquial spoken English, sometimes how easy it is to speak wins out over how correct it is. A good example being "there're" which is really annoying to say, so "there's" is almost always said instead, even if it's incorrect; the listener still understands, which is obviously the whole point of communication. When writing dialogue, sometimes the goal is to convey natural language, as opposed to being grammatically perfect.
Like with gameplay message appearance, there's no harm in pointing these out, so don't take this as me telling you not to. Just explaining why "there's" would be used in place of "there are".
Specie is actually just incorrect. Species is both the singular and plural of that word. You can blame Latin for that one.
You're right regarding the Longbow and Sahagin Harpoon, it's some mistake in the insertion script. The "s" is actually there but is getting cut off. I'll get that fixed.
Edit: It was more specifically a missed newline character than the insertion script messing up, but regardless, it's fixed going forward.
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5) Vanilla issue with the Great Viper. I've looked at this before but don't recall exactly what conclusion I came to. May not be something appropriate to fix in Reborn, but is on my list of bugs to fix in general.
7) Is kind've a tough one. Like ManaRedux said, the former king was named after matsutake mushrooms, which is the name for that mushroom also used in English. The rearrangement of two syllables makes for a weaker play on words in English than it did in Japanese. I'd personally argue that being more direct, and just saying his name was Matsutaken, and that he was "taken" would convey the same sort of lame pun, but that sort of thing is up to ManaRedux.
8) Semi-colons aren't all mistakes. Heck, they didn't even exist in the vanilla font, I added them because we wanted to use them here and there.
9) Another variation: provisions = supplies (of food). You wouldn't say "every last bits of supply."
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For that unabortable desert guard, he shares text with the guard who teleports you out, so it needed to be unabortable for safety. =/
Thirteen 1355 and Memorex, like you surmise, both in vanilla and Turbo, the Mantis Ant is a tutorial fight. You can't totally die, and he can be a bit difficult when you're still getting your bearings. For Turbo, if you have Manual_Block On, then Jema tells you about blocking, and if you have Manual_Block Off but still have Turbo_Mode On, Jema instructs you on using healing items (and keeps giving you Candy).
The reason that No_Default_Equipment is On by default is threefold:
1) To make Functional_Fashion more impactful when you buy your first equipment.
2) To make Rabites on the way to Potos a threat if you're sloppy.
3) To make Mantis Ant more dangerous if you don't (over) prepare by visiting the shop.
In Japanese and Reborn, the town Elder also suggests you use the money in the basement to buy equipment before you leave town; yet another tutorial element that goes well with No_Default_Equipment.
And no, there's no way to block magic. Acid Breath isn't magic, it's a boss skill. I've wanted to do something to make magic interruptible, but never gotten around to it.
ManaRedux, I hate boss AI. It's all terrible to look at and work on. There's the chance it'd be reasonable to tweak how the Mantis Ant behaves at the top edge of his room, but there's also the chance that making changes would cause other problems with his behavior. Possibly due to being the first boss, his AI is more competent and complex than most bosses, but it still sucks.
Are you concerned about him chain jumping being abusable by a player, or that it's super annoying and hard for the player to cope with, or something else?
Edit: To cover some earlier posts I missed responding to:
- Regarding Watts and the shortcut, teach isn't all that weird in this context, where either is equivalent to "demonstrate."
- I actually think the sentence with Gnome with the semicolon was better with the semicolon than a comma. It's essentially lighter weight than a period, but heavier than a comma. For speech, you'd think of it as a medium pause (if comma is short and period is long). Strictly, it's to connect two independent clauses, instead of using a conjunction (e.g. "and").
- For the money display, I actually tweaked code in Proportional_Font to support a 3-letter money label (e.g. " GP", note the space), but didn't change the label's text itself, because lots of stuff is hardcoded related to "GP" so would need to double-check a lot of stuff before going through with any changes. Timbo had bugs with Relocalized changing it to " L" that had to get ironed out, for example. Considering I'm the one who ironed them out, I should know what's needed, but that was like 2 years ago and I've forgotten.
- I think I recall some sort of gotcha for the context of the Pandora Queen and the Your Majesty thing. We probably need to review that line some more.