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Hello everyone. I've wanted to make some sort of announcement and maybe a release before the holidays, but as it usually happens, the new content not only takes more time to implement, but more stuff keeps piling in the same time. As we are slowly getting to finishing story arc 2, we've also made some balance changes and additional side content (new characters).

Even though the story content is still in works, the balance changes are mostly finished and implemented, so I planned to make a release with them for this year, which will also address some of the regular bugs. I'm still not sure if we'll be able to make this release or not before the year ends, but I've decided to inform about it anyway. Besides some class adjustments, we've decided to revamp the time system, making it 4 periods per day instead of 24 hours, which will address some narrative inconsistence and make things less tedious for the players (and faster running too). The 4 periods will be: morning, noon, evening and night. Naturally, this requires some changes to skill effect and crafting time, but I believe ultimately it will make things a lot smoother on the player.

Besides the balance changes, we are planning to introduce new characters. This is a bit of a weird one to me, as the story has not progressed as far thematically in my opinion to justify their addition, but it seems like a waste to not allow players to get them and their scenes because of it, so I've decided that they'll be available sooner, but later their questlines will be added (or adjusted) once we have more room for it. Once we release the versions with them in it, I'll be providing more details and showcases. Still, the next story arc is going to introduce at least 3 new recruitable characters.

That's all I've wanted to tell you today. Once again I want to thank you for your support and I wish you all happy holidays!

Comments

Smaug

The "real-time with pause" never seemed to provide much gameplay benefit, but made the pace of the game frantic and the excess time granularity just complicated everything. It's a good system for strategy games that want to have multiplayer, as turn-based multiplayer is slow and gets into turn order advantage issues. Having discrete time periods opens up the possibilities for time of day based events and that is cool.