Multiplayer (coop or deathmatch) is included in Korax Mod (II) as is, i.e. it works to a certain extent but isn't really up to a playable level. The reason is the underlying pre-1.0 jHexen engine we used doesn't have a working multiplayer itself.
1. What you say would incline that cooperative might be playable for more than about half an hour when everyone uses the same character class (OTOH it'd reduce the fun in coop greatly).
2. That's a bug we might even fix in 2.2, I'll communicate it to the programmers on the team.
3. LOL, we know about that one, but it's just one of those bugs in multiplayer we just won't fix because multiplayer still wouldn't work right in the end (because of the underlying engine) and the time needed for that is better put to development of the next mod, I hope you agree with me on that one. [img]images/smiles/icon_smile.gif[/img]
4. Auto-allocation of stat points happens in every kind of multiplayer game and when recording demos. Enabling the stats update screen for these cases would cause more problems than the feature would be worth. As for the efficiency, the Fighter never can go above 5 anyway (which still means using double the mana than in Hexen). Anyway, already in the 2nd hub you deliver more with a blow of the unpowered axe than you did with the mana-loaded one in Hexen. Also, you can always switch between mana-loaded and unpowered version of both axe and sword any time, this way you can easily save the mana for the battles where you really need it.
To summarize it all, Korax Mod (II) is basically a single player mod, we included multiplayer in an alpha stage because this was a relatively minor amount of work and added some extra fun to the mod. For real multiplaying, we'll start work on Korax Arena in the 2nd half of this year.