Update (sorry for not posting this earlier).As you migh have already noticed, once again we failed to make the deadline

So we'll have to wait for next year's or two years ahead's intrenaimo to go on... just kidding

The bad news are that I lost contact with the main artist (Trecevidas) from March 19th until a couple of weeks ago; and have been unable to contact with the musician since the beginnings of March (considering that he's my brother, that's a bit worrying), so the project has not advanced as expected (the graphics and music parts have not advanced at all lately), and thus we failed the deadline by far.
But there are also some good news

First, and most important, is to say that, unlike two years ago, the project has not been abandoned nor "undefinitely posponed": it is still work in progress and, despite progress might be slow, there is progress nonetheless. I'm afraid to put any deadline, since I seem to be cursed with failing them, but I expect to have all the scripting part done and heavily tested by the time when Trecevidas and my brother finnish their own tasks in the project; then I'll put it all together and post the finnished game in a couple of days or so. Of course, that still depends on how long do they take to their parts, but I'm quite bad at both drawing and writting music, so I can't do much more than that.
I also want to mention that the original ideas for the game suffered several cuts with the only goal of making the deadline (we had in mind releasing "what we could" by the end of march, as long as it could be considered "complete", and then include all the secondary stuff for a later "1.1" version). Since we are not making the deadline anyway, there is no reason to keep all this stuff out of the game, so there will only be one full version with all the content (plus as many bug-fix releases as needed, although I hope these will be few, if any at all). I still need to confirm some details with the artist but; as a summary, these are the main features that had been cutted off from the project but are back in:
In the Ren'Ai aspect, the original cut limited the romance stories to three pre-paired couples of characters, from which the player would be able to chose the "playing character" when starting the game. With the full version, the game will be featuring 6 characters (3 girls and 3 guys) of which each can be paired with each other. That makes a total of 30 different stories, and each of these can be played from the two
uhdtonhmsr*. Breaking the number into something that will have more meaning to this community, the game will feature:
- 9 BxG paths
- 9 GxB paths
- 6 BxB paths
- 6 GxG paths
[EDIT]I must clarify, these are not straight paths, but character pairings; and there will be several choices and branchings on each of them, so the actual number of paths goes beyond count. [/EDIT]
This will be doable thanks to the highly modular CEAIE (Chat & Emotional AI Engine) that is already designed and halfway implemented. In some more understandable terms, the initial dialogue options in each game will only depend on which character is being played, but the evolution of these dialogues will go differently depending on with who the main character is speaking. Path switching in the middle of the game, while not easy, will be doable. The initial cuts were causing that on each play-through only the main character and her/his pre-matched pair would appear in the story, but now the party may include up to five characters.
I could go into deeper details, but I don't want to spoil so much stuff

On the RPG side, there are many smaller additions once the initial cuts are restored:
Gear: each piece of gear will have its own artwork (currently, the gear is displayed as enlarged icons in the inventory screen, but that was never aimed to be more than mere placeholders). In addition to the four current sets per character, there will be a fifth, epic gear set for each character; and by epic I don't only mean the devastating stat bonuses, but also the animated artwork (I hope Trecevidas will keep up to the challenge

)
Bosses: 5-people parties and epic gear call for epic challenges. Several "optional" bosses will be scattered around the world to challenge the bravest and most skilled players, some of them even requiring unique strategies to be defeated. To keep the power-level balanced, and still enable those players who prefer to focus on the RenAI elements to finnish the game, the "final" boss will appear scaled to the current party: there will be a minimum of gear needed to face him (to ensure the player explores the world enough to find, at least, some additional characters

), but only those who are really prepared (ie: 5-people party on full epic gear) will face Jayshn's true and mightiest
efnpojd* form.
Quests: The main quest will be kept intact, and the few side quests that had survived the cuts will also stay there, but to justify the additional gear and bosses additional quests will appear in the game. Some quests might reward gear, some will require bringing down one or more bosses, and a few will reward gear for defeating certain bosses (besides the bosses' own loot, of course!). While some of the quests must be completed in order (they form quest-chains, and there might also be some pre-requisites for some quests and/or chains), the aim is to provide a non-lineal game experience to the adventurers who decide to uptake these added challenges.
Game world: In order to grant the new bosses and quest-givers a home, as well as to have "meeting points" for each character that could be added to the party during the game, several areas will be added to the game world. The "zone" count raises from something around 10-15 areas to 25-30 different places to explore, where dangers, treasures, and maybe even
nqxg* might be awaiting behing every corner.
Mob AI: (for those unfamiliar with the term, mob is a short-hand for
moving
object, and usually refers to "fightable" creatures within the game-world) The mobs' AI has been improved to appropriatelly handle the variable and generally increased number of foes they'll be facing (the goblins will not act the same way against a well-equiped 5-man party than against a lone, starting character; and will not treat each character equally). This is mostly done by the threat mechanic: for those who don't get too deep into the aventure part of the game (the "RenAI gamers"), this will mostly benefit the player (specially once the party reaches 3 or 4 people). For the hardcore adventurer, this will be the only thing that makes the highest challenges in the game defeatable at all.
There are also lots of technical improvements, of which I want to highlight two:
Automatic gear selection: Each piece of gear in the game is only equipable by one of the six characters, and only in a certain slot. Since each item will be strictly better or worse than anything else it might compete with (for example, there will be no chance to consider "should I sacrifice 1 point of speed for 3 more points of power?": if something that can replace that item gives more "power", it will give the same or more "speed", and the same with all stats); the game engine will play smartly, and make sure the best available gear is always equipped (in other words, all my code to manage the equipment control UI has been a waste of time ^^; ). In addition, there will be an option to auto-sell obsolete gear when entering a shop. The UI will be kept there, however, since it is the only mechanism available to use "consumables" such as potions, and it will still allow seeing the details of equipped stuff and junk, and total stats of each character in the party; but it won't be needed to go there and check all the inventory after looting each group of monsters.
Quest log: for those engaging in the secondary quests, the interweaving of current and completed quests and quest-chains might become too complex. For this reason, a quest log screen will be added to the menu which gives details (original quest text, rewards, detailed counts of defeated targets and/or collected items, etc) of each quest and its current status (accepted, started, completed, finnished (turned-in to the quest-giver)).
Finally, I will be adding some easter-eggs into the game, which can be discovered in three different ways:
The first is to stumble upon them during game play, which can be quite random (hint: not all
exjv* are
fykw*!), so this method is reserved for the lucky people.
The second one, reserved to those with patience and some python skills, would be to dig into the source code of the game, which will be available because the game will be free software (GPLv3, for those who might be wondering).
The third way, available to anyone who wants to have some fun even before the game gets finnished and released, is to PM me with the translation of any "scrambled" word you are able to decipher, accompaining the answer with a bit of reasoning. The scrambled words are the ones that appear italized and marked with a * in this post and the ones I might be posting in this thread until the game's release. Also note that the words I've messed up have been choosen attempting to reveal a bit more of the game once translated. Note: to prevent "cheating", any word that gets publicly posted in the forum will be discarded, and the one posting it will be "disqualified". The "secrets" will be revealed to the participants upon the game's release (some of them could be added or removed before then, so it's the only moment in which it they can be exposed), based on the ammount of posts solved correctly. Above everything else, this is mostly for fun
