I receive 2-3 emails a week asking when this game will be finished, so some decisions not to add features/hobbies/challenges/fighting styles/weapons is to finish the game. The inventory system does not allow an easy way to manage your nephew’s backpack or manage what Woody carries. I am adding a way to give someone a spare weapon from your inventory but even that is tricky to code.
As for hobbies, right now at least one option adds to each attribute. For min/maxers, you can pick the hobby that benefits your skills the most. I am reluctant to consider any others, no matter how sensible, just to have a cut-off of new features.
@WolfieGrey
That will be in the next update, I hope, along with many other crafted items.
Sort off. Special items, yes, but if you want him for extra inventory space, then no.
I think you mean Woody, but yes that’s an option in the next update.
I have been thinking of an elegant way, but I am adding content to say the houses in the area have been looted or simply give an option to scavenge formerly visited homes.
Yep, I still need to fix it. I have a pretty important scene I’m finishing and then I can fix many sections.
I have a training option planned but it’s not skill based but ability based, like teach your dog to fetch, to heel, to attack, etc. It will be based on your leadership and survival skills.
@Lithophene I am not near my files, but I believe duffel bags add 2 and backpacks 1, so even with low strength, you can take 5-6 items. Also it’s the trade off–your high intelligence character will gain lots of skill points between chapters when implemented.