I'll update my Gold Pack installer within a week or 2 to take advantage of this new functionality, and send you the updated resources for it, as before.
Our update pack name: we've more or less already agreed on calling it the "Community Patch", for brevity's sake. Makes sense as far as I'm concerned, and conveys its function well enough.
As for version control, I wasn't even thinking of anything so involved. Which is why I suggested that simple method.
This should help keep things in order for a good while, at least.
We'll worry about some more "proper" version control if (when?) that method ever becomes inadequate.
And regarding the MP maps - I've decided that to maintain some semblance of backwards compatibility, I will be including improved versions of old maps under a new name, eg. {old name} Mk2.
That doesn't apply for currently totally broken maps (crash/hang on load); there's no point in keeping those around at all, unless they can be fixed. (we found at least 2 or 3 of those already, Auropolis being one of them)
BTW: in another significant milestone, yesterday marked the (beta) release of the first truly new Drakan MP map in what, 10+ years?

("Revival" doesn't count towards this, it's an old map that has simply never been released in its time, since Drakan MP was already more-or-less dead by then)
Ah, and we've also discovered a previously-unknown(?) bug (while testing the unusual idea of dragon melee duels):

Freelooking while using the bite attack causes the camera to behave in unexpected ways - and also breaks the movement lock on the attacking dragon at the same time, allowing strafing movement.
Of course this has the effect of making the bite attack almost always miss, so it isn't really useful, just kinda glitchy.
Which brings me to another question - is there any way that the bite attack behavior can be changed, on the AiO patch level?

Sadly, it seems that the editor only exposes the bite damage and animation; with no other parameters that can be modified.
In addition to fixing the bug I've mentioned above, it would be really neat if it were possible to allow in-air biting as well (ideally on a per-level basis) - although I have a hunch that would probably cause new glitches if trying to use the existing animation for it.
BTW: You've forgotten to change the "release date" in the AiO patch readme for like the 3rd time in a row
