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Many of the random events have been reworked in the last couple years, and there are also a handful of completely new ones.
EDIT: There's also a modded full campaign: Memories of the Past
Seems premature to write off the DLC, and definitely unfair to say the company, which started as only like six devs, is doing "absolutely nothing" now, after all the work that's already in the base game. I'm not as into combat for its own sake, but I get that it's an audience. If Worldwalker want a break from writing heady prose and want to build on their combat system and make it something that could stand alone, good for them.
I just feel like the devs are missing the point of what made the game so interesting in the first place. Elana and the Moth was the high point of the game, and there's so much that could be done along those lines for relatively little investment.
I would also argue that after you finish the base campaigns, the main charm of this game are the random campaigns, and the heroes you make along the way. As a result, personally? I'm looking forward to Omenroad. It's going to hit a lot of boxes for me in terms of replayability while waiting for a hopefully full on Campaign DLC in the future.
I think the reason is that they've chosen to focus on other things. I can certainly understand that there's a bit of extra effort in designing encounters, music, art and dialogue for a video game than just typing it off on the keyboard, but they're still just short stories. We're not talking about huge narratives spanning hundreds of pages. The fact that modders have been able to implement full-length campaigns in relatively short periods of time should tell you something, even if they're not on par with Elana and the Moth in quality.
I would bet that the bigger issue is designing enemies, abilities and environments.
I enjoyed the random campaigns for a little bit, but they're aimless and they get so repetitive that (IMO) there's no reason over just replaying a story campaign.
Yeah, I'd tend to agree. It takes time to implement stories at the quality they've been able to come out with so far, and I wouldn't want that level to drop. The style here is deceptively simple -- a lot of atmosphere, and a particular kind of wistfulness that could have felt forced or artificial in someone else's hands. I like that the modding workshop is open, but even some of the most popular can feel pretty immersion-breaking when they come up, at least for me.