Make checks to whether a Puppeteering talent will cost energy consistent pre and post use [done!]
Make the melee attacks fail if there is no tile to move to [done]
Let the AOE melee attacks be aimed at an empty tile [don't want to]
Make puppets do a spawn check when moving to a new floor [done]
Make puppets do a spawn check when opening a treasure chest [done]
Make puppets do a spawn check when opening a door [done]
Make puppets do a spawn check when walking around a corner (why isn't this caught?) [done]
	Actor:postFOVCombatCheck seems like an appropriate place to superload 
	to get all of these [done]
Add Accuracy from levels in summon talents? [no]
Let Pull Strings select a puppet through walls [done]
I wish I could make the puppets stay close to the player instead of running after foes out of view (ie make them ignore unseen enemies unless they are an active threat, ie too close or have attacked the puppet) [done]
I also wish I could make the puppets ignore enemies that are out of their leash range [done]
Make the first three Puppetcraft talents all available at level 1? [no]
Add some kind of penalty for puppets being disarmed
	-75% damage, cannot use talents or Shoot [done]
	Combo Slash [done]
	Heavy Slam [done]
	Shoot [done]
	Rapid Fire [done]
	Piercing Bolt [done]
	Shield Rush [done]
	Bastion Shield [done]
	Blastdown [done]
	Impaling Spikes [done]
	Echo Crash [done]
	* Also added a flag to ignore the disarm penalty; Puppet Mage uses this
Make Piercing Bolt do more upfront damage (multihit?) [no]
Make Puppeteering talents use the puppet's LOS? [no]
Make Puppet Mage's talents unusable if the puppet is silenced [done]
Make you lose Arcane Battery and Aether Bolt when your puppet mage dies [done]
Give icons to Shoot and Aether Bolt [done]
Make Piercing Bolt's debuff stack Rending Arrows? [done]
Make puppets share your detection [done]
Make Sturdy Craftwork share your resistances [done]
Make puppet APR scale off of Dexterity [done]
Fix Repair not triggering Arcane Shielding on yourself for some reason [done]
Make puppets inherit your lite and infravision? [done]
Remove self targeting warning on Repair [done]
Make Rapid Fire not set our target to allied units [done]
Forcing collapsed puppets to be friendly to everyone doesn't seem to work fully [removed for now]
Make nerfed rares in earlygame have reduced armor on puppets [done]
Make puppets instantly disappear if their master is dead [done]
Make Reconfiguration remove Fragile from puppets [done]
Make archer and mage move to a tile that has LoS to a targeted enemy/space if it does not (only tiles that are in range 8 and in LoS of the Puppeteer, prioritise the closest tile to the puppet's original position) [done]
	Priority function in util [done]
	Helper function in util [done]
	Rapid Fire [done]
	Impaling Spikes [done]
	Tri-Bolt [done]
	Aether Spark [done]
	NOT Piercing Bolt
Make it so melee talents fail if a Pinned puppet must move, not if they're Pinned at all [done]
	Combo Slash [done]
	Heavy Slam [done]
	Shield Rush [done]
	Bastion Shield [done]
	Blastdown [done]
	Echo Crash [done]
Add graphic to Collapsed puppets [done]
Fix Sleep not disabling puppets from being puppeteered [done]
Make puppets search for targets in their master's LoS if none exist in their own [done]
Set puppets' position estimation of unseen targets to full accuracy if their master can see them [done]
**Test to see how Drem Frenzy interacts with Puppeteering talents
Make Shrapnel Arrows have 50% proc chance but higher damage? [done]
Make Sturdy Craftwork also inherit affinity? [no]
Remove Impaling Spikes's CD reduction per Rending Arrows stack, replace it with Spellpower scaling? [done]
Make Rending Arrows stacks above the normal limit have half power [done]
Might need to nerf Blighted Summoning on puppets since the Virulent Disease damage is SUPER high [should be fine]
	Replace Virulent Disease with Dark Ritual if needed
		use BlightedSummoning:apply and BlightedSummoning:desc
		hooks (found in uber/mag.lua)
Per-tile VFX for Piercing Bolt so it's easier to see which tiles it's actually hitting for QA purposes [done]
	*Looks like it does indeed not match the preview... at all
Check if Gladator's and Holdfast's passives still work [done]
Archer seems to have a tendency to spawn out of LOS of enemies - fix this [done]
Archer wanders around if they have no direct path to their target [fixed?]
Fix Piercing Bolt not matching the projection preview [done]
Laser Legion's projection seems to REALLY misbehave and hits walls a lot [fixed]
	Is this caused by projecting from an NPC, forced max range, or both?
	**Looks like it's actually due to some kind of inconsistency in how players
	and NPCs calculate LOS... peculiar!
Maybe try to find a way to make Trip Wire say "Trip Wire from X" in their damage descriptions [DONE HOLY SHIT]
Collapsed puppets don't get cleaned up properly when their master dies [fixed]
Trip Wire seemed to be triggering on Borfast the Broken on every possible turn?? [fixed?]
Trip Wire seems to not reliably target other enemies [fixed]
Stop puppets activating off of enemies on unseen tiles? [meh]
Change Puppet Gladiator to grant crit mult? [done]
Add exclusion list for Impaling Spikes CD [done]
	Command Staff
	Attune Mindstar
	Dig
	Trap Mastery (do we not properly check for a CD?) (we didn't) [fixed]
	Make it only affect class talents and inscriptions? [no]
Draw class symbol [done]

**In my own play, I had 76-107 mainhand weapon damage with an appropriately tiered weapon as a Dwarf Bulwark reaching Sher'tul Fortress. I was level 25.
**Master had about 3600 Life and 18% All Res on the same playthrough. I was level 29.
**Towards endgame I could deal about 2.5k burst damage. Major enemies had 4k-10k Life or more.

Make Archer's attacks properly ranged [done]
Make our puppet moving spells clear the puppet's target [done]
Ensure talents have correct 'tactical', 'requires_target', 'range', 'radius', and 'target' fields because this is apparently necessary for AI to work [can't be assed]
Make puppets not despawn if idling vs. an inert foe [done]
Make puppet spawn logic more sophisticated [done]
Make puppets spawn in a defined order [done]
Make puppets try to spawn again if they fail to spawn the first time [done]
Forcibly despawn puppets if you fully unlearn their talent [done]
Prevent Reconfiguration from respawning puppets whose talent has been unlearned [done]
Make Puppeteering end your turn if the max uses are reached [done]

What if Puppet Warrior had a talent that activates when it crits?
What if Puppet Archer had a talent that makes its arrows deal splash damage?

Adding puppets to field
	Core talent to watch if we are in combat and spawn/despawn puppets; 		automatically learned if we learn ANY puppet skill [done]
	Scale puppet's max life with our Willpower [done]
	Scale puppet's attack damage with our Spellpower [done]
	Scale puppet's Accuracy and powers with our Spellpower [done]
	Scale puppet's saves and Defense with our Spell Save [done]
	Scale puppet's crit chance with our Spell Crit [done]
	Scale puppet's heal mod and max life with our Willpower [done]
	Scale puppet's crit mult with our Dexterity [done]
	Scale puppet's base armor and APR with level [done]
	Match puppet's phys bonus and penetration to ours [done]
	Will likely need to build the above skill and our first puppet summon skill 		concurrently
	Function to spit out a puppet's expected base stats based on our current 		stats for descriptions, along with information on stat scaling [done]
Puppet behavior
	Stat inheritance (real time preferably) [done]
	No gaining turn energy if too far away (might have to be part of the above 		playerside puppet management skill) [done]
	Becoming inert briefly when dying [done]
	Cooldown effect for above if revived [done]
Talent behavior
	"Puppeteering" effect that tracks how many times we have used a puppet 		skill recently, will likely need to track on a per-turn basis [done]