Hey folks!
Sorry for the extended wait, I’m back with some news on v4.0 and a new ETA! Unfortunately v4.0 is still a little ways out, it’s ended up as a much bigger update than expected! Currently I estimate that v4.0 will ready for beta sometime in July, hopefully earlier in the month.
In this blog post I’m going to share a quick update on the vault quest, then go over some very exciting things also coming in v4.0.
(Please keep in mind that while I always try to keep to the ETAs I provide, they are just estimates. If you don’t hear from me by the ETA, it means I’m still busy with the update!)



I see that there is supposed be a sort of design motif across the stones/scrolls and seeds/potions(/darts) but I don’t see why giving the seeds/darts a more use-discernable design can’t still work with that. It’d be like:
I just don’t see why seeds/darts need to differ only by their color when the above can convey what you need to just fine.
Also, wouldn’t adding icons to stones be a bit redundant? They already have pretty self-explanatory or, at least, easy-to-learn symbols.
I’m also guessing it’s a no on the “elevated” thing. I’m fine with that, if it is. I’d imagine it’d be something that would take a decent bit of time to balance and test. I only asked because I thought it’d be neat.
So you agree that there’s a design motif, but don’t see a problem with breaking that motif? Based on your table, seeds and darts wouldn’t vary by shape, which is already how they are. If I added shape variance then seeds/darts would also appear in the same cell as stones.
I agree that adding icons is a bit redundant for stones (immediately discernible by shape), in the exact same way it would be redundant for seeds and darts (immediately discernible by color), but there are some cases where it may be helpful for players who have a hard time discerning by color (colorblindness, in the extreme case), and it would be inconsistent to add symbols for seeds/darts and not also for stones.
As for the ‘elevated’ bit, in general I don’t want to add a lot of specific and awkward to explain gameplay interactions like that.