Yes, the acid damage type is supported in the game, there are a few spells that deal acid damage, very rare though. But the problem is that there is no native method of introducing acid weapons from the SRD that I know of, hence there being no use for it in game. Edit: Interestingly enough, I took a look at partsys0 with V2Brute and there are fully featured (quite good looking as well!) particle effects for acid and bane hitting something, suggesting these were originally planned to be usable (possibly through crafting) in vanilla. Also the world builder can assign acid and bane properties to weapons, so it looks like half the work is done, all we would need is someone to make use of them and add ways in game to get weapons that use these properties.
While the Acid Weapon Enhancement doesn't seem to be a part of the official 3.5 rules, it's certainly an option in Pathfinder. If it could be added to ToEE as an added crafting option, I would not object.
Bane appears to be part of the original 3.5, it just needs summon monster 1 as the prereq to craft onto a weapon. I expect the reason it wasn't implemented was because of the selection process of the enemy type it affects. Guessing it should be doable though.
Hey Ted, thoughts on @scramjetbooster's cursors? https://co8.org/community/index.php?threads/new-gui-cursors.10432/
Well, Gaear seems to have been pretty thoroughly accross those and left them as optional, so I am not going to override that.
What of Gaear's movies? https://co8.org/community/index.php?threads/obsolete-additional-in-game-movies.3390/ I remember having them at one point years ago and then they were gone.. really adds to the game and they were pretty neat.
Another one I am not going to override, but... Hey @Gaear , what do you say? The size is not so prohibitive now...
I don't mind putting them - or anything - in an optional mod. Is that what this is being billed as, as opposed to a Co8 8.2.0 or something like that?
Well it would be more an add-on for 8.1, so 8.1.1 as it were. I was keeping it for core bug fixes, mods like filling the gaps in the Domain spells and 'additions' (core rulebook spells etc) rather than optional stuff. It doesn't have to have a specific nomenclature, I suggest having it as an add-on for beta testing as it were and if all is good and you could be bothered, rolling it into a 8.2 release. The issue of optional stuff I am still thinking about, I am inclining toward installing a folder called 'Optional' with optional stuff and full install instructions - "this is Endarire's optional Invensource.mes file, if you want to use it put it in data/rules in place of the existing one". People can then make use of such optional content as they want fairly easily and others won't even know its there.
+1 I've been seeing a few number of bugs, from co8 bugs to stuff in scripts like what darkstorm was finding lately, to these small groups of new spells, that is feels like there's a decent enough amount to update Co8 with.
Well, feel free to start listing those bugs here Winston... as per previous, I will update the first post with each one I am going to fix and explain if I am not fixing anything.
Well if this was going to fly under the banner of an 'official' release, it would have to be subject to the same standards that the current stuff with the Co8 name has, which means nothing iffy etc., because we have to uphold for the sake of all who came before and their reputations and the Co8 name itself, which many people worked hard to establish, and so on, etc, etc. So I have concerns about anything going there, but if it would just be a "basket of mods, install at your own risk" thing, fine. I know people would like a new modpack, but the modpack can never actually be 'done,' just stable, and right now Co8 is stable. Particularly for a 16 year old game. I'm happy and comfortable with leaving it as it is instead of opening up a can of worms by getting into it again.