# Development Update

Greetings Wizards,

For the past month a whole lot of development effort has been focused into getting the new introduction to the game up and running. Mainly this has included a more robust quest system, ways of doing some simple event scripting within the dungeon maps, and the town tower building tutorial and a way to talk to people in town. Here the new town dialog user interface can be seen.

## New Features

Alex and Aden finished a couple new monsters this month including the new Overseer earth creature. I haven’t figured out his magic power yet, but Alex created a couple of different hand variations, maybe they’ll come into play somehow.

Lastly, I also managed to squeeze in a new spell called Stalagmite too. This spell raises 6-8 rock columns around the caster that remain for a few turns to provide some protection from nearby melee enemies. Enemies that want to melee attack the player first have to bash through the columns of rock to get a clear shot.

## Development Highlights

Here’s the development highlights and details from the past month. Want to talk about these changes or other aspects of the game, then visit us in the [**online forums**](http://forum.spellbindstudios.com/).

### Major Changes:

- New spell Stalagmite: causes 8-13 blocking, destructible stalagmites to raise around the caster lasting for 6 turns.
- Upgraded to Unity 5.1 engine
- Town based dialog UI is now working including names, portraits, text typing, sounds effects, and quick complete clicks/taps
- Dungeon dialog bubbles got a lot of polish including names, text typing, sound effects, and continue button
- Intro dungeon quest and intro tower quest are now complete and in game (still need art for opening Wayside Inn scene though)
- The Overseer and Harpy can now be found in the game (basic melee attacks only)
- Enemies can now bash destructibles that are in their way such as barrels and the floating cosmic treasure rocks
- Champion monsters now “flee” until they are 2 tiles away within certain health thresholds
- Monsters that were fleeing and have obtained a “safe” distance now become “bold” until they get hurt, a bold enemy won’t flee

### Story:

- Rough draft of script at about 80% complete
- First version of intro inn, intro dungeon, and intro to town are now in place complete with characters and all dialog

### Art:

- Completed Animations for Harpy and Overseer
- Completed art for Mimic
- Completed several armor art pieces for boots and chest pieces
- New art for several wands

### Code:

- New tower tutorial using quest system introducing the player to the ring menu, dialog with an NPC in town, building a tower, visiting the Sundries, and then visiting the tavern to get further quests
- Created blueprints for the tavern, tower, sundries
- Changed blueprint reward tiers so that there is now a “system” tier, that tier is never ignored when generating randomized blueprint loot
- Added ring menu talk option and artwork
- Added InteractIndicator component that can show one indicator at a time with ping pong animation and icon fading in/out
- New Actor functions to enhance interaction and quest management

### Gameplay Adjustments:

- Removed static quest indicator from Tavern
- Buildables now have bool that says whether they should have an interact indicator instantiated or not
- Actors no longer generate actions if there is a dialog conversation active
- Tasks and interactions related to quests adjusted for better pacing and flow

### Bug Fixes:

- Bug fixes across various gameplay mechanics, UI issues, and interactions to enhance the player experience and eliminate errors.

### Upcoming Goals:

- Further improvements in quest systems
- Continued tweaking of NPC interactions and spell functionalities.

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This concludes the current development update. Stay tuned for more information as we continue to progress!
