George Gilbert wrote:
2) Can already sort of do this by placing items immediately by the entrance. I appreciate this isn't quite what you're asking though.
If we can customize statistics now, why not to do the same for the characters' stuff? The dungeon makers would feel more free and independent of classical settings. Dropping items just on the floor around start point seems to be a bit messy.
George Gilbert wrote:
3) Again, like 2, you can sort of do this by placing appropriate scrolls and the spell book by the entrance. I think (althoudh I'd have to check, I wrote this bit a long time ago!) that you can even specify runes for the spell book itself so you wouldn't even need the scrolls, just the book with the appropriate runes added.
In my adventure, the player must find the spell book at first. I wanted to give him, at least, the light spell. However, a solution with torches is also possible.
George Gilbert wrote:
4) Tricky. There are over 100 stats for each monster; getting an easy to use text format would be a nightmare (which is why I came up with the idea of cloning in the first place). I'm not sure what you would gain from this option anyway as there's already a huge variety of combinations of monster stats in the existing monsters. Is there anything in particular you were looking for as I'm quite happy to add new monster types...
All statistics could be placed in one array, for example:
MONSTER_MUMMY_DARK ATTRS=(50,20,1,0,0,255,18,1)
In this way the text format won't be more tangled.
I don't want hundreds stats which are used internally by the engine. Just several most significant.

We could also customize cloned items in this way.
George Gilbert wrote:
5) Not a chance! Implementing this would be an enormous project and take years to complete. If there's anything extra you want, let me know and it'll be far easier to implement directly.
Enormous? In basic version, the engine could call ShellExecute(...) or CreateProcess(...) or LoadLibrary and some simple protocol to send position of the party (maybe something yet)
The rest would belong to the users - they could write an unlimited plugins using OpenGL/DirectX or whatever. Of course, not every user is a programmer, but that's not a problem - they could use ready plugins written by others.
We could also implement a music and sounds which would be activated/deactivated on certain party's positions.