Asmor, I can definitely understand your reservations about plopping down the $10 for the upgrade; I had the exact same problem last year when I bought my iPod touch. I will say that the copy/paste features are pretty cost-valuable, but that's neither here nor there.
I don't think we compiled under 2.x, so 3.0 is definitely a requirement. The good news is that if you claimed the code, it will be there waiting should you ever decide to upgrade (which I would recommend at some point from a personal level, I think it's great imho). If it makes you feel any better, I paid the $10 when I bought mine, and then I paid $100 for 3.0

(to become a dev is $100, but I get 3.0 with it WHOO LOL).
Hadrian: I had a completely different layout designed in my head when I started the project, but my main coder and I found that the iPhone design layout is a bit more limited than we had imagined. So we can do some things, but it requires a lot of drilling down. One thing that I've got on our current upgrade list is similar to what you're saying. I think we're going to add a field called 'Starting HP' and leave the current 'HP' field. You'll drill down and change the current HP field when the monster takes damage, and it will compare the value. If it's half or less on the main screen, it will turn the HP display red (showing it's bloodied).
I get where you're going; I'll see if we can't work a damage calculator routine in.
The reason I was talking about the initial design I had envisioned was because in it, I had imagined listing status fx, editing the HP right on the status display without having to drill down and more. Putting the contents of the status fx field in the alert display is a good idea. I'm not sure if we're limited to text length in there, but we can find out
Just fyi for those following the thread; we DO intend on making savable/loadable encounters so you can preload rooms in advance, just have to drop your players in and go. To that end, I'm going to try to make it so you can designate one of those saves as your PC list, and be able to drop them at the touch of a button into any encounter. This is all a bit out, cuz there is only two of us, but we are working on it
We have a pretty healthy changelog already, but the feedback is giving us some really good ideas. Jerry/Tycho probably gave us our most interesting idea, and we're slaving away at implementing that now. Don't want to spoil the surprise just yet
But we're attempting to really make this an evolving/living app, because there is a lot of need for it for us poor GMs who don't want to use pen and paper for pnp games LOL!