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I think it works well as is and a complete rewrite wouldn't be worthwhile, but I understand why you prefer the race choice. Maybe one day I'll add a way to mod abilities for races, but that might be tricky too, the way it is implemented right now.

(+1)

Thanks for a quick reply. 

Maybe I'll ask about something else: what any plans for subclasses with different skill progression paths? i.e. assassin, trapmaster, parasite or mushroom people similar to the fungus mutation from CDDA.

Feel free to use ideas from any of my posts as inspirations. :-) 

No such plans at the moment, but who knows, maybe if the current list of tasks gets trimmed. It's possible to mod new professions, so hopefully, we'll get some cool ones created by other players. :)