The quest file grows slowly, as I constantly have to reconcile the more ambitious designs with current (and projected) capabilities of the engine, and take into account economy of resources - for instance, we cannot afford to create an entire map filled with NPCs just for one quest where you nuke it.
Keeping track of the quests (how they interlink) is something I hoped to relegate to Zorlag, the automated quest compiler, but it cannot do so for human-language written quests document. So, tracking quest chains past the "what brain recalls at once" threshold is rather nightmarishly confusing at the moment, but I'll find a solution somehow.
Also, our sprite system will have to become layered, like Diablo2. Otherwise, even by the most conservative estimates, the amount of graphics that we'll have to generate will be unsustainable.
Speaking of graphics, this is a concept art image of the Player that the talented Mr. Bough created last year.

