Its not integrated into the unmodified editor right now, though."there is still no syntax highlighting" but there is Wurst...
Wow, now I really see the man (and the team) behind the map that somehow manages to keep you hooked. I didn't feel the mercs, crafting and especially the souls were that much out of place but if you're gonna make all the features even more engaging I'd play the heck out of your map whether it'd be a rogue-like (which I consider myself not a fan of but only due to poorly implemented indie games) or not. Meaningful and integrated are the words. I'd been playing your map in around '09 where there was nothing but the first dungeon, then took a ten years break due to multiple reasons, and now I'm back again and playing nothing but it. During my break (a few years ago actually), I wanted so bad to recreate the feels Gaias, Wow and my personal dreams gave me that, with almost no programming skills at hand and no general plan, I managed to produce 2 grinding text games over the course of two years with everything striped down to simple statistics but made up in ideas, bosses and a few interlaced mechanics. I even had a fire resisting equipment thing which wasn't at your game by the time I quit . I'd share it with you but I hadn't gotten anyone to play it before, so I wasn't motivated to translate it either (I'm a Russian so I have to make do with whatever language I got to learn, or I'd flood the forums with my recent impressions, sorry if something is unreadable). And even now I'm fleshing out the Idea of making not just an another turn-based text engine but rather a turn-based real-time simulator to continue playing your map solo (that's another topic to discuss) .To sum it up: Less features in total, but more meaningful ones. For example, no crafting until I actually have a gameplay loop that supports it without it being just another way to get loot.
I, personally, quite love leveling every new class out of the thrill of getting new abilities which might or may not have a double-bottom, savoring the hardcore class-quest. Haven't played FF14 but I've played FF5 for some time, and in there you could actually level different classes in one character switching between them and being able to carry one ability over to another (think of psion's spell steal), which sounds not that bad. Yet I'm as well down for your new abilities system, have nothing against it, almost looking forward to delve into new mechanics. And please, if you're gonna give us a full-pledged merc, please consider the idea of letting us controlling just another player-character, not a 'attack\retreat' self-AI. Or a full party even (it will also solve a problem when a very rare crafting material drops (a bow string for ex.) and you don't have your ranger mate playing in your current session). Having a real-time engine with a 'smart' pause would be a total blast for that matter. There are a lot of people (me included) who'd prefer playing with others, and then there are topics\post on the forums begging to let us enjoy the map without being interfered with the circumstances of others. These posts grow in number and, I if you ask me, I'd write one myself. 'Cause I just can't find the right people. Some of them give up on every challenge they lose sticking to grinding until they're overleveled and others spoil me the mechanics of the bosses. You've saidAlso, I want a less rigid class design in the way that players will be able to level up multiple classes on the same character, comparable to how its done in Final Fantasy 14. While there will be different class "kits", so to speak, players will be able to select 2 out of a variety of kits to combine, custom-building their own classes D&D style.
And yet it would have taken me weeks to figure out the two golems mechanics on that wow-inspired mage who caused an awe in me when started teleporting me TBC-style. Unless, of course, all the awe vanishes as I get spoilers on my very first try. I played WoW as well, it was my only mmorpg, I sort of in love with it, but I never got to raiding because of lots of potion grinding (yet I love the black lotus reference , and I would even have it in Gaia) and time-wasting and dramas and such. Gaias provides the same awesomeness save for all the meaningless farm, and still people manage to ruin it for me. So, if it stays multiplayer I think rogue-like would make up for that. It'll as well keep you, Zwieb and Co, refreshed with new from-scratch project to keep it evolving. And if you are to stop Gaias what about passing it to someone else to continue it? Sure, idea is not the brightest but still.I add a new boss and players will be able to kill it a lot faster than it takes me to design it.