Cool, thank you on the throwing mechanic.
Honestly, unless you incorporate movement akin to Morrowind way back when (No movement OR forward/back WITH left/right(so diagonal movement) would Chop(Morrowind term)/Bash(UU term) (the overhead smash), just Left/Right was Slash, and just Forward/Back was Thrust) or can do full M&K utilizing original UU controls, I don't see it. If you DID include Morrowind attack patterns, I would swap thrust and bash(thrust is no movement, bash is forward/back). But, just choosing the best also works and eliminates accidentally using the wrong one because of moving the wrong way/mouse not quite being in the right part of the screen.
Excellent on not NEEDING to aim up/down to hit, that's akin to OG UU.
So, what I can find on torches is they last 32 in game ticks/movements, whatever that measurement is. They should last 20(or so) minutes from full. Since the original game allows it, I want to make sure: Can we combine an oil flask and a stick to make a new torch? But, if we take the math: a "perfect" torch is 32 ticks or 20 minutes, "Somewhat Used" would be 24 ticks or 15 minutes, whatever term for half-spent would be 16 ticks/10 minutes, and "Nearly Spent" for 8 ticks/5 minutes. And torches, if staying true to the original game, would stop counting down during "pauses" which included opening the map, or the Option Menu.
My question about saves: Obviously just location information, but also: There was a save editor, DOS based, for editing skills and stats back in the day. I like a "continuous avatar" playthrough, akin to transferring your character from 4 to 5, then 5 to 6. I have 0 issue cheating in games to make the stats carry through, so I was wondering if I could 30/30/30 myself with the old editor, but it sounds like not. If they are plain text enough, that should be enough. I know the OG games(both 1 and 2) if you save-edited a stat, and then leveled up or rose a skill by meditating(UU1)/training(UU2), then the engine would recompile every derivative stat(HP, Carryweight, Mana Pool). I wonder if it does the same with yours.
Now, I know the Map is keyed to Select/Back/Whatever the button is nowadays. That means having the map in one of the "shoulder" slots(like the torch) isn't as big a deal, but I like storing things in that slot. Like the map. I have the map selected to move, but when I go over the paper doll, it stops being selected because I'm looking at said slot. Am I missing something on how to move items that aren't torches into that spot?
I have "auto-key usage" disabled in options(I think)(it's the empty circle, no bright white dot), but when I use the locked doors I have the key for, it opens. Does having the white dot disable that?
Thank you so much for this. UU1 broke my 1-9 runthrough because the GOG version has gotten weird with swimming/back moving. They don't work right based on specific facings(like swimming does not work well when facing N/NE/E)(I'm talking 1 pixel forward after like 6-10 seconds). My only real complaint is the torches, of course. I *do* have one suggestion, though? Include an image, or a document, that goes over the controls. I did figure it out eventually, but it was all trial and error to start. A short PDF with an image of what button does what, and a blurb on how to use it(I was getting frustrated with the inventory until I accidentally held the button and saw the pop-up buttons). Explain how pressing B takes you up 1 bag level. Etc. The minor control issues I talked about: Throwing, Putting things on the shoulders, Auto-Jump/Auto-Key on how they are properly enabled/disabled. And the instruction document doesn't even need to be colored/special fonts/anything. Just a quick rundown of how to play.