
It took awhile to finally get decent enough with Asesprite to build custom props myself, but hey, we're finally here. I redesigned Carrow's Reach to actually be visually representative of the setting of TPatE. The current version really just looks like a medieval town, and while the world did get reset back to old school trades, smithing by hand, etc., and they would have built houses that more resemble pre-industrialization homes, none of that was really conveyed before. Now it finally is, with the remnants of the old, pre-unfurling world left behind for them to build around, inside, and in the shadow of.
The main quest still remains the same, you're going to Carrow's Reach to help take back the mine, but the mine has been moved out of town, that way it's easier to get you off of that main quest path. Even though it's the tutorial space, and the 30 hour timer starts when you leave it, there's going to be a lot of content on the island with the September update.
I'm looking at it more as a space where, you still have a soft 30-hour timer (it just forces Vallun's attack when the 30 hour timer ends and it pushes you to the end of the tutorial), but you can use that time to grind and prepare before the actual 30 hour timer starts.
The mine quest will only take about 20 minutes, it's one of the easier quests on the island, because you would need to complete it a few times to see all 12 endings, but if you ignore it for a bit and explore, you'll have 30 hours to run through optional content that can make your run easier if you want it to be.
The next post here will probably cover the ability updates coming. Each of the classes has several new abilities, placeholder abilities reworked, and in general they've all been completely rebalanced. I took off the weird MP/SP thing I experimented with and instead just rebalanced the skill costs. Being a solo dev has it's benefits, but man, sometimes having someone to check the weird tangents I can go down would be nice.
