Some updates:
We've been
temporarily scaling down the world generation a bit. Using a smaller amount of the already created biome types allows us to reach a higher quality and more interactions for each biome. This is in preparation of our demo, which should show the general gameplay without us having to basically do the whole game before we're able to have something playable out there.
We're
constantly adding new fixtures which are specific locations like villages, caves, waterfalls, missions, stone statues and the such. Interacting with those fixtures is one of the essential parts of the gameplay, so the more we have of them, the better (right?!).
We're working on
connecting fixtures all over the place to give the world a more connected feeling. For example, when you come across a mission you'll be offered to take a monk into your trek. He wants an escort to the next mission you find, and if you successfully drop him of there you'll be rewarded. However, monks tend to be rather hungry, very sensible to stress and complain a lot along the way, so keeping him alive and mentally healthy will not be easy.
We're still working hard on improving all kinds of
feedback systems. We've been adding systems like crazy and usually did some very basic feedback for them, since WE know how they work - however, if we want to be able to hand out a public demo we'll have to improve the feedback systems so everyone understands whats going on, even when we are not sitting next to the person to explain all the weird stuff that is happening.
While we want to keep our combat sleek and easy to grasp, we are adding a lot of elements to make it a more
strategic combat. Right now all enemies have a very simple behavior of using one attack as soon as they reach a position right next to one of your units. We will add additional skills for each enemy so they are able to heal or buff each other, or even retreat from melee range and use some ranged attacks.
We have implemented a
basic version of status effects that will be applied to your units in certain situations. A bleeding wound or being poisoned are status effects that can be applied to your units from combat, but you'll also face problems like alcoholism if you use that whiskey too often to temporarily raise the mood of your units. Other status effects are paranoia, fever, leeches (damn swamps), zombification, all kinds of curses and many more.