JTA v0.6 Devlog #3
The ball has begun rolling on all the different quests and encounters revolving around the Manor. Here's the general flow of the entire story beat:
Prompted to talk with the Barkeep
Talk with him, he tells you about the Manor
Go to the Manor, find out it's locked, and learn about where a Key would be
Go to the Market and bargain for the Key
Enter the Manor and investigate some areas
Solve puzzles to unlock more areas
Fight the boss, and escape
Following the final boss, you will also receive a hefty power boost same as clearing out the Fairy Tree, with several levels and a unique, powerful magical weapon (and of course a hefty load of gold).
This whole sequence will have a fair warning about its difficulty, as it is supposed to be fairly challenging to try and get players to engage with the combat system or other ways of solving encounters than just trying to wander around. Of course, you can still use a gun and trivialize everything, you do you.
There will be a LOOOT of special hidden interactions, with the intent to make the Manor feel truly alive and unique. Being a new tileset, there's also a challenge of making sure the tiles act as they should, but this issue should fix itself with the first playtest.
For the first playtest, the intent isn't really to finish the Manor already, but to lay out a good framework and fleshed out maps for members to explore and give feedback on.
In regards to the archiving situation, a somewhat viable solution has been found, and hopefully a total removal of content will be in order here soon.
