FST Dev Blog 11 - Return of the Quest Saves

A couple loose ends have been tied up. I've got the overall quest shape sorted out, all the parts generating or not generating their respective names or descriptions, and I even ironed out a few bugs that reared their stupid heads. Right now I'm prettying up the Jobs screen, which will also serve to improve readability, and thus usefulness. Once that's done, though?

Might be time for content.

First on the list, because it's so fresh on the brain, is more quest variation. After that it'll be time for combat adjustment. Friendly bullets need to be larger and faster, enemy weapons need a vast amount of balance, and the Copilot Flash Bomb still needs a sprite. I really have no excuse for that one at this point.