2018's been a busy year so far. We now have many of the status effects in-game, such as sleep, stuns, accuracy impairments and slows; in addition to three types of poison!
Tactical commands via the pause menu have been redesigned and improved, providing a greater sense of feedback when issuing orders to your AI followers.
Story-wise, we've now implemented character-specific dialogue choices. For example, let's say you're talking to an NPC, and you suspect them of stealing a piggybank. If you have the Moose on your team, you could have them pick the guy up and shake him to see if he jingles.
In short, we're making solid progress towards the beta, but due to the complexity and scope of the game, it's still taking more time than we expected. So once again, apologies for the long wait.
Dev Blog Summary
Just a reminder that we've been keeping a regular dev blog (58 entries so far). Here are some of the recent highlights.
- Update 57: Skulduggery! Three types of poison are added to the game.
- Update 56: A whole raft of status effects are added, and we answer a question about the 'nausea' status effect.
- Update 47: Branching choices, character-specific choices and the game's PDF manual.
Thanks for checking in.
- Inglenook Games