Perhaps there has been some misunderstanding, but I did mention the V-Sync loading screen bug-fix and changes to sideckicks in my very first post.
And as you say "most of the main issues in the game are mostly related to the programming and quality assurance" which was exactly why wrote that "This is like Daikatana should have been."
That was my main point, which may have not come across to you, but even so I think the "etc." in the end should have dispelled any notion that I was making an exhaustive list of important improvements to the game.
"Increasing the sidekick health to the point they're invincible on easy difficulty is not a significant improvement in my opinion. it is not a "core design" related change." - and that's your opinion.
If you base your entire statement on your subjective opinion on what constitutes a "core gameplay change", well who am I to stop you, but don't be so indignant about it. In my opinion it is a core gameplay change.
Eeeeh? I am not and I have not been angry or indignant during this conversation about anything. I honestly don't know where you pulled that out. Let me just try to compact this thing somehow...
You speak of widescreen support, extra mouse buttons, improved rendering engine, automatic FOV scaling, etc. You mention a "better AI" when 1.3 makes only two changes to the AI (and adds better access to few variables that already were in the game). Then you also talk about "invincible" sidekicks on Ronin difficulty when sidekick health isn't even the most important issue with the sidekicks. Especially when playing the game on Ronin difficulty where the game is already ridiculously easy. We can talk about these changes if you so wish. But let me get to the point first...
These things have led me to understood your message(s) this way: You're hoping that the Daikatana would have had technical features (among other things) in late 1990s which would have been impossible to implement in any game for several reasons. Not to mention that these features are only relevant for gamers in 2010s such as the 16:9 widescreen support which gained momentum in 2008 but only in 2011 became the most common monitor type according to the statistics of Steam's hardware survey. (16:10 appeared on market 2003 and its peak of popularity was in 2008 according to sources noted in Wikipedia).
I think that what you wrote is amusing because in reality it would have been impossible to have the Daikatana to launch with the features which as of now in 2014 make you write this is how the Daikatana should have been (at launch)
and how the game is now a forgotten classic
. It's still the same game (from the perspectives of the design and the gameplay) as in early 2000 when it launched even if you do install patch 1.3. It still has the issues that made it flop. It's still the John Romero's Daikatana
Ion Storm already in early 2000 released patches that fixed the issues the game had in launch. However the Daikatana had issues even after the patch 1.2. After playing the game several times through with the 1.3, I can safely say that 1.3 doesn't fix those issues either.
If you doubt me you're welcome to open Daikatana (you have 1.3, right?) and... for example... start a new game on Samurai difficulty and then using map command to jump to e4m4b. Take a look at the elevator shaft's cover. It's missing right? Next if you start a new game with Ronin or Shogun difficulty and use the map command to jump to e4m4b and look at the elevator shaft's cover. Can you tell me if something has changed? Guess how much fun it is when Mikiko runs to her death (even when you have 1.3 installed).
The bot AI is not significantly improved in 1.3. What has improved however in 1.3 are the placements of the sidekick AI controlling nodes. Those invisible things in maps that explain to bot AI what items they can pick up and when to crouch, jump, and so forth. But there are numerous places in episodes 2, 3, and 4 where sidekicks refuse to pick up items just because a single node is placed wrong (e.g. e3m2a, cross the topmost bridge in a lava cave and try to make either of the sidekicks pick up the shield, arrows, or the large HP pack. I'm positive that picking up the shield was impossible at least for Mikiko.).
In 1.3 sidekicks can still get stuck to the ground in all the same places they do get stuck in 1.2. Especially the fountains in episode 2 and Mikiko don't mix well together. If you want to see it yourself then take Mikiko to fountain in e.g. e2m3c or e2m4e. By the way did I mention that Mikiko can still fall through the bridge (the one you open by lowering the boulder) in e2m4d if you don't take it slow and walk her over slowly.
It's true that Superfly has less issues in 1.3 with certain spots that in 1.2 are problematic. But that just makes stuff hit harder in to your face when you realise that the probability that Superfly now can get stuck in ladders inside vents in 1.3 is higher than in 1.2. One such vent is in e1m4b right before the map transition. And Mikiko has similar issues in E4 during the "Tower of Crime".
I could go on and on about these things but let me just end things here for now with these words. For 1.3 to be what the Daikatana should have been when it launched
the patch 1.3 should fix these and numerous other issues. It already fixes a loads and loads of issues with the game and I'm extremely grateful for those guys doing this for us all. I don't want to undermine their achievement. But being a realist I acknowledge the fact that there's still plenty of things to do.
I've tried to explain my views here and I've based them into verifiable facts from the game. If you feel these views are too subjective then you're free to challenge them. In fact that would be great in my opinion and I welcome you to do so. We could compare our experiences in the game and comment the gameplay. You know I actually play the Daikatana and I play it a lot. And I'd like to play it even more if I only could get some people to play the multi-player with me. We could play coop and have a short (less than an hour) commentary track at Youtube or something for example.
See you around! And sorry for the long message but I felt it was better to be more open and verbal about the matter.