RE log stuff
Attack "type", % base damage, stat damage, and bonus to hit might make things a bit too cluttered. I'll play with things a bit - attack type was something that I considered but ultimately felt wasn't that important but, thinking ahead, could be. One issue is that these would require some separate parsing, which runs into some other technical issues.
Effect duration/Turn order: The game calculates turns... in a unique way. I'm sure I could figure out a way to parse "turns", and "proper duration", but it's tricky, to say the least. So these are likely.
Line repetition: Something that needs to be pretty careful about. Automatically detecting repetition has the potential to run into all sorts of trouble. Not likely to be widely solved, more of an issue with implementation of pop-up notification pads than the log (and replacing/editing all of those is a bit out of the scope of this project). I have a couple ideas, will need testing, and will probably be after figuring out turn order parsing.
Status panel names: Well, this is a case where old engine stuff comes to bite things in the butt. The "internal name" is, in reality the only "name" that effects have. I have a potential fix in the works, but it isn't a guaranteed catch all. That's probably the extent of the fixing I'll attempt however, besides manually adjusting anything that needs to be.
Translucent background is already on the to-do list, as well as removing the "selected" indicator.
Moving the log around might be doable, resizing would be... um... I think that would be a massive project in itself, unfortunately. Of course, the current size/spacing/visuals/etc isn't final in any way at all, I literally just drew a rectangle and chose random colors.
Regarding scroll speed: as far as I'm aware it's scrolling as slow as it can. I can try to look into things though.
So yeah, I appreciate the feedback, and I have a lot to do and figure out still!
And finally, I'm glad people enjoyed the quest!