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Actually, we're focusing on the adventure mode now and hope to bring it to players ASAP.
So before that, there are no precise time table for those "side-quests" ;)
Yes. We'll also add more races from dnd extensions, third parties and monster races.
Or is it going to be Vancian system,or maybe a mana based one?
> Vancian Magic vs. the CD mechanism
For these important rules, we'll always provide options to switch them.
We know, for a same rule, some players like it, while others dislike. So an option will be a good solution ;)
Other discussions about the magic system:
http://steamcommunity.com/app/576770/discussions/0/135513421441555650/
http://steamcommunity.com/app/576770/discussions/0/135513421441545836/
http://steamcommunity.com/app/576770/discussions/0/135513421441555600/
Our current roadmap is kind of dynamic and mutable. It depends on the practical development and players' feedback.
Any way, there is a rough list of small features that we'll implement in the near future:
Multiple action bars
Member pool
Equipment comparison and enchantments stats
Member list on Character Info UI
Separated movement
...
Corrected.
Using 5 schools (Damage, Healing, Utility, Control and Necromantic) each time you cast a spell belonging to a school it triggers the cooldown of every spell which shares a school (or adds 1 to the timer of any already on cooldown). By using 5 schools you prevent a mage from being non-stop damage spells every round, forcing them to be more varied in their strategy.
Vampiric Touch, a 3rd level spell which damages a foe and heals you for the damage, would belong to both Damage and Necromantic schools. It'd mean a Wizard who just cast fireball could still be capable of doing something useful next round, maybe a Sleep spell, instead of "throwing pointless crossbow bolts waiting on a cooldown". It'd also solve the issue of casters running out of magic, something 5th edition handled well.
Good idea. We'll consider it when redesign the spell system.
1/ rework magic, not fun to pass 3 turns to be usefull again
2/ something on Aggro, so tanks are usefull and you can at least try to save your weakest members
3/ more classes for custom team
4/ rods and wands
5/ formation to start battles in a specific group shape
6/ sandbox adventure, after better combat and balance, it's the most important aspect
...
#/ Story, for me it's the least important part
I really like the game so far, excellent job, and the plan-road-map is great.