I decided that since I haven’t put out a new update yet i should at the very least let you guys know how development has been going on Pilgrimage :3
It’s been about two weeks since the last update, and I’ve done a frankly stupid amount of work under the hood in that timeframe, but havent yet added something that would be immediaetly visible to players (aside from some UI changes) :3
As you know , if you’ve been following my devlogs, I’ve been heavily rewriting the encounter systems so reactions are less tied to King’s Sea III specifically and can eventually be reused across other modes. I also reworked a bunch of animation/log timing, cleaned up held-plant interactions, moved Wisdom fully into the attribute/XP system instead of it being an inviisble attribute like it was before. But in the last few days I also made XP scaling configurable, added a bunch of new creature vocalizations/sound effects, and rewrote how ghosts work over long periods of world history.
Ghosts now fade from relevance over time based on their TENACITY instead of every dead historical figure being equally likely to appear as one forever. TENACIOUS ghosts can stick around a lot longer, and extremely ancient ghosts can still very rarely remanifest.
I also made ghost encounters MUCH rarer. This was because in very haunted regions almost every encounter would be with a ghost, which is very silly. Now chances are changed by a factor of 100. So they are much rarer, but not as rare, as for example Shinies (Which do exist in my game, yes, you can encounter a shiny trout, or a shiny human or whatever (It uses pokemon odds :3, and you can also be born shiny :3) )
There are also a pile of smaller fixes, cleanup, ASCII art tweaks, encounter behavior changes, and CANON viewer improvements that ive mentioned in previous devlogs.
I also updated the website/itchio site with a new header art by @Grimwit
So, no new version yet. I want to keep working on it until there’s something a little more immediately visible to hang the next release on. But development has very much not stopped lol.
Plan is to further work on ghost adjacent things for the next bit while continuing my much more boring refatcoring work (It is spooky season after all…).

