NPC & dialogue overhaul
Branching dialogue, emotions, followers and city routines, all running on one data-driven schema rather than hand-wired scripts.
KTM2
What is being built, in the order it is being built. Nothing here has a date attached — this is a solo project, and a date would be a guess dressed up as a promise.
Branching dialogue, emotions, followers and city routines, all running on one data-driven schema rather than hand-wired scripts.
Metallurgy and alchemy that happen in the world instead of a 3×3 grid. Forgery and blueprint research are the first two pieces already in.
Upgrade stations, skill requirements and customisation screens rebuilt so the numbers you need are the ones on screen.
More branch variety and real interdependencies between nodes, gated by level, adventurer rank and born-with talents.
Higher-tier blueprints, artifact relics and armour sets with identities of their own instead of a flat stat increase.
Spells and gear designed specifically to bridge martial and magic play, so the middle of the build space stops being a trap.
More elemental procs, deeper curse interactions and per-slot socket profile tuning.
A broader crafting economy and rare drop tables that hold up through late game, priced against the WorldDict economy design.
Continuous tuning of weapon attributes, mob behaviour and animation weight to match how the pack actually plays.