it's about 5 minutes of extra work, on top of the hours and hours I have to do to finish the rewrite. It's comparable to how high the waters of a lake rise when you spit into it.
EDIT: I had to rework the collisions system ever so slightly to account for yet another set of special cases in multibody collisions. Anyways, I have other player characters appearing on the map, but they just get dragged around behind the player, they don't actually interact with the map yet. I have running and sneaking implemented, and am working on the framework for all the attacking defending etc. actions.
Oh, and the big news is that you can have enemies in the player's party, and actors fighting against you (or npc actors fighting with you) on the battlefield. These actors have the option to drop the equipment and items they are carrying upon death, which allows for a nicer way to multidrop. Enemies are also able to use items and multidrop in a similar manner to the actors. Right now though, it takes a lot of work to set up, so I'm looking to streamline that part and make it simple and easy to do.
So the next step is to get party members working, and then setting up all the battle related systems. I'm looking at implementing a dynamic pathfinder so that the whole route doesn't have to be calculated beforehand (which causes lag on long routes), modular AI so that you can easily mix and match AI routines or add your own, improved combo system (I know people have been having trouble with it, I recognize that it is a bit unintuitive), and a faster paced battle system with no pauses (move while attacking, dynamic targeting, new hotkey setup).
Final point I want to address: you may be thinking that with all these changes you are going to have to remake a large portion of your game if you want to use the new Blizz-ABS.
1) I'm preserving as much compatibility as possible between versions. You can keep things mostly the same and just use the new script for bugfixes, etc. if you desire.
2) With many new features, it is a great time to remake parts of your game such as your enemies, or skills, etc. This is not a bad thing; it allows you more freedom and creativity, and will produce a better final product.
3) I've put many hours into the remake of this script. It is a lot of work, yes, but a remake is always worth it at the end. You uncover hidden bugs, improve existing designs, and refine your product into something much more sophisticated than it was before. The same things that make the remake of this script worthwhile also make the remake of your game worthwhile.