Originally Posted by
Moon Wizard
1. The challenge I had with adding the ability to map languages to custom fonts is that there is no mechanism to "add" new fonts by the end user, and the name necessary to select a font is the actual font asset name defined by the ruleset or extension (which is not obvious to end users). Therefore, I was thinking this would be better managed by extensions that plug into the existing system with minimal coding. Also, it wasn't clear that all the fonts being used in the extension were free to use commercially, which led me to again push that to extensions.
2. If a character has one of the following entries in their language list, it is treated as special case:
* Speaks all
* Understands all
* Comprehend languages
* Polyglot
* Tongues
3. See 1) above.
4. I'm not sure what this means, but it probably would again fall to answer to 1) because of font licensing and font name management.
I'm open to something more advanced, but it might be worth building extension that just adds entries into GameSystem.languages in the onInit call (which I think is all that is needed to add new entries via extension, but I haven't tried yet).