Greetings. It's me.
Thank you for all your suggestions regarding the Tavern minigame! Very inspiring. I keep prototyping it and will show you the outline as soon as possible.
Regarding Delve changes - I'm remaking the generation system, the distribution of everything, tweaking non-combat Delve gameplay in general, and working on wallcrack p*eking similar to that in one Japanese NTR dungeon crawler my game never gets compared to. For area generation and tempo, I'm aiming for something like that very dark, non-H dungeon crawler with torches my game also never gets compared to. I've waited too long to remake the general idea of map layouts, since the current implementation was rushed in the very first month after the initial release and barely gives the player any agency over what they face and can do about it.
What will be changed for Delve
p*eking in Delve when the party is split
room and loot generation
all rooms can be explored and room choice won't be exclusive
there will be an option to return from Delve at any point
One of the main and relevant reasons for map layout changes is that the new ones have more tiles, so I can change how H-actions happen, the order in which they happen - so they progress and escalate. It'd be possible, but weird to implement that for the older layouts, especially the 12 and 18 deep ones.
And also I'll add other options to make Hero stronger, not just weapons. Probably not the skilltree yet so as not to bloat the scope again, just other equippables for starters.
That's all for today. Thank you for your support. Until next time!