Great to see another update so soon---the reaction system has revolutionary potential!
Reactions are a bit experemintal. Sometimes i'm thinking of completely dropping them.) Also there will be more of them coming, like disarm, counterstrike, counterbash, tolerate and so on. The main goal is to provide a REAL choice, like, if it is just "Dodge 15%, Parry 90%", what will you choose? You would have to call friends for an advice, yep?
But if it's even like now, e.g., Dodge 70%, Block 80% - but you can't parry all the damage, and reactions from runes - they are 100% (now) but limited...
And yes, most of reactions require preparations, like shield for block, skill for counterbash and they use attribute moments, so you parry 3-4 times in a row but then you have to restore (but can continue with other reactions depending on other attrs)
What are the next challenges for new systems/features still ahead? Or is it down to content/polish from here until v1.0?
Going to do some resource management for attribute points (ones you get each time an attribute goes up), 4 skills for each attribute so total 28 skills, with range 1-10 to learn, each skill providing 4 or 5 actions/abilities. Not in the single release, maybe in ~four. This is instead of classes, but races can be added at some point.
I have no technical challenges, mostly gameplay ones. Some features supported in engine are hard to show their potential. For example, any object for nearly any action target - what's the use of it rather than hit/touch/smash head over it, or real water flow either.