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The adventurers now have camp conversations, shared victories, discuss contracts, town visits, healing, trade, and difficult choices at times.
Party members can now pursue personal goals tied to who they are and what they care about. Choose from goals involving combat, healing, contracts, negotiation, town aid, crafting, travel, trade, and companionship.
Negotiation is meant to be a gamble, not a guaranteed upgrade. The right character can improve a deal, but a bad negotiation can lower rewards, reduce renown, hurt town reputation, add extra enemies to kill quests, or affect party morale. Backgrounds now matter more when deciding who should speak for the party, and party members may react differently depending on how the negotiation is handled. Always choosing the bounty hunter for your negotiations can cause more enemies to appear as an example.
A request only appears when the game can actually justify it. Damaged gear triggers a repair ask. An empty armor slot prompts a trip to the blacksmith. Low morale brings up a round at the tavern. Exhaustion suggests the inn. Hungry horses, injuries you can afford to treat, an open roster slot with the coin to fill it they all have their own trigger along with some flavor text based on the personality of each member.
In the combat settings there is now "Less Enemies" making combat encounters have 33% less enemies along with "Less Health" 33% less enemy health. This should help those who just want to have a fun experience but feel too overwhelmed with all the powers and crowd control mechanics.
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