Whew. It's been an eventful week.

For those of you who didn't know, Mystic Tiger Games is located near Orlando, Florida. And this past week, Florida had a drive-by encounter with a large bundle of weather called Hurricane Matthew. So this past week was spent preparing for the storm, getting supplies, watching weather reports, and hiding in the bunker we call a house, waiting for the mess to pass.

I'm happy to say that we emerged unscathed. No damage to the house or to the complex (besides everything being covered in leaves). The best part is that we didn't even lose power a single time. I am thankful that we were so lucky; several friends of mine lost power, some for more than a day, and I don't even want to go into what happened in other countries.

I've been accomplishing minor odds and ends on Manaforge over the past week. My most interesting accomplishment, however, is starting on getting new production quotes for the second Kickstarter run. I've contacted no less than ten production companies, with almost all of them contacting me back within a couple of days, and I've already gotten quotes back from two of them. (Hint: They're lower than what I had. :)

The artwork is chugging along, but very slowly. I don't have a lot of funds at the moment, so I'm not able to get both of my artists up to speed right now. I expect that will change soon, but at the moment that what I'm stuck with.

I've made some minor tweaks to the Manaforge's cards. Nothing big, just balance and usability updates. One notable change is to the Mancer series of Talent cards. (Pyromancer, Hydromancer, etc.) Previously these cards stated that 'when you spend an [element] die, you may ignore what's printed on it and get a gem instead'. However, that was confusing to a lot of players. The wording was often misinterpreted as 'when you spend an [element] die, gain a gem in addition to its effect'. Not good. So, I just changed the effect on those cards to 'flip an [element] die onto its gem side'. Basically equivalent; it still gives the player the ability to always gain a gem, and it still costs one dice usage to get the benefit. This particular incarnation is very slightly stronger than the previous one, but it's a negligible difference, and the intent is much easier to understand.

I've also done a little bit of rearranging to the website. One main change there is the moving of the mailing list signup form onto a separate page. I don't know that much about web advertising and I certainly have never made a 'landing page' before, but I'm hoping to slowly evolve this page into something that will grab people's attention and entice them to add their names to the list. It's definitely a Work In Progress. (Oh, and if you're so inclined, go to that page and add your address in if it's not already there. I'm making plans for using my mailing list more frequently for updates and announcements.)

And that's about it! It's been crazy here, but we're definitely still in one piece. Looking forward to getting this game done! Oh, and if you're interested in having the game demoed, I added a list of gaming hangouts within a reasonable driving range to the About page; send me an email if you'd like to meet up to see Manaforge.

Thanks everyone!


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