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The DLC also hit, which is The Endless Tower, for some Randomized Dungeon romping and Special Crafting areas to make even stronger gear!
I'll be keeping an eye out for updates, thanks for reaching out.
We're actually working on more 'Set-and-forget' items for the DLC to bring in more of that part of the game. I'm looking forward to getting it live and out there. Great comments Piddles; we appreciate it, and I'll make sure the rest of the current development team gets it.
The combat (monsters) have weaknesses that you can exploit; as you kill enough of them to start unlocking and figuring out. (I find that fun, personally)
I've really wanted to do that Relationship System, as it would be killer-awesome-fun and just add even more depth to the management of the characters. Maybe I can try and talk Kobeer into it!
The castle management only gives passive buffs, maybe you can make a laboratory which unlocks an alchemist class, or a demon portal which allows you to recruit a wild but powerful demon.
The UI could also be fixed up to be more accessable (search for adventurer by class, level, etc.)
(4/4)
I would also like to stress making the passive/background parties more interesting than "ENCOUNTER: Your team won. They found a rare item" What skills did they use? What items did they use? What did they fight? (Did they bond?) (What items did they use?) (Could they have snuck around a difficult fight?) (Did they listen to your orders?) (Did they reach the mission objective?) (Did they meet any other parties?)
Also, different types of encounters would be nice. Maybe your party met some friendly sprite's and they showed the party a shortcut to a treasure trove. Maybe they met pirates and pretended to be one of them and learned of a new quest.
(3/6)
Maybe have "friendship levels" which show that the party you sent out have bonded together and work better together.
As for the combat, more skills and status effects would make the combat a bit more interesting and make the characters more unique. Perhaps stacking status effects (hitting something poisoned with another poison skill would make it double poisoned, sort of like South Park: Stick of truth [try not to make it be the main focus, though {idea: diminishing returns?}]). Maybe have fatigue apply to the active team and skills that use fatigue.
(2/6)