I: All the weapons seem to attack slowly, I am not sure if this is intended.
This was more or less intended. I recently implemented a system where your dexterity affected your attack speed, but the system might need more tweaking and balancing yet.
II: There is no rendering at the bottom of the screen. This appears to be a trick to make the game run more smoothly (which is good), but it looks awkward at times. Is there some way to enlarge the field of view?
This is a small bug caused by optimization. I'm not sure where in the code this is done, as it was birdsey who did this.
III: This is a bit random, but clipping issues occur, making your character unable to receive damage. Perhaps this occurs after loading a module three times.
This is a problem with the collision detection code. Maybe the collision list is getting filled without ever emptying? I have encountered a similar problem with all the mephits in Abyss 2 module.
IV: Probably a physics problem, but blood does not dry out very quickly. This is especially noticeable in the Elf module.
I think this is a problem because particle IfHitGround does not trigger.
V: Here is something interesting: when you swing an unlit torch at a burning torch on the ground, the unlit torch does not set aflame. (minor observation)
flame sensitivity not high enough? I did code so that all fire particles with appropriate size can light a torch.
1: There are two spell books (magic missile) in this module, rather than one.
2: The grub-bug on the campfire doesn't exist. Was this intended? I find it inconvenient since there does not seem to be another way to light the torch.
I fixed the campfire not spawning. I also fixed the spell book spawning twice. It was listed twice in the spawn list for some reason.
3: The heal action does not always display the effect, usually during movement.
4: The shield is red/yellow instead of gray/yellow. (minor observation)
You have a good eye to notice such details
(and played a lot of Egoboo 2.22?)
5: The trog sometimes appear out of the prison it lives in.
6: The chocobone [sic?] will sometimes run towards torches, resulting in suicide.
7: The game freezes in one of the rooms. It's in the room with the two skeletons. There is also a very annoying effect (same room) where the "immune" text pops up in frequency.
I noticed the Trog escaping his prison before... but I thought I fixed this. Braziers seem a bit deadly at the moment, damaging everything that comes too close. The creeze bug is more tricky and will need some more serious debugging.
8: The running animation for the lumpkin transformation look extremely awkward. He moves very quickly!
I have forgotten to correct the animation speed for transformed lumpkins
This was easily fixed.
I fixed a random crash bug caused by SDL_Mixer on windows.