I think I got a perfect solution:
I will let all 4 reserve tanks be available before GT, but I will put one in a place where it will be very hard to get. My beta tests resulted a 9 tank minimum-requirement to get it. :)
Only downside is, I have to break the 1 reserve tank in each sector tradition and put 2 in one of them and remove the only one from the other sector. Not a problem I guess, since we are not in the original anyway.
I'm also thinking of changing some last design-flaws, and also some item locations to optimitze the "item value"/"difficulty to get it" matter without changes in the overall progress route. That way useful items will no longer be "on the way" and will require extra detours to get them.
There will also be a new designed hidden place that will have a important item. Shouldn't be that hard to figure it out though, since everybody will know that it's there, so only finding the right entrance to it will be the problem. :)
If all goes well, v1.5 will be ready tomorrow evening!
I will let all 4 reserve tanks be available before GT, but I will put one in a place where it will be very hard to get. My beta tests resulted a 9 tank minimum-requirement to get it. :)
Only downside is, I have to break the 1 reserve tank in each sector tradition and put 2 in one of them and remove the only one from the other sector. Not a problem I guess, since we are not in the original anyway.
I'm also thinking of changing some last design-flaws, and also some item locations to optimitze the "item value"/"difficulty to get it" matter without changes in the overall progress route. That way useful items will no longer be "on the way" and will require extra detours to get them.
There will also be a new designed hidden place that will have a important item. Shouldn't be that hard to figure it out though, since everybody will know that it's there, so only finding the right entrance to it will be the problem. :)
If all goes well, v1.5 will be ready tomorrow evening!