April Update
I downloaded and started working with build 188/189. The big change for me was how the status, or debuff, effects are notated on characters and creatures in battle. In the sample below, it shows combat with monsters who are under the effect of a hold spell and a sleep spell, as well as characters who have been poisoned. You can see the little purple image or the blue "z's" just above, while the green markings for poison appear in the top right corner of the token, as well as on the character portraits.
I would like to hear more feedback about this change. Personally, I think the addition of the status effects on the portraits are a good idea. However, on the combat map, I really miss those hold, sleep, and web spells engulfing either player characters or enemies. I forgot to mention, one of the Death Dogs was also webbed. It seems to me the new smaller icons on the combat map are just not visible enough at first glance. In fact, at first, it was not always easy for me to tell spells had landed successfully. Besides, it is just fun for me, if I create a web spell, I want to see that black sticky stuff all over the monsters on the map. Likewise, for holding creatures in place or under the influence of sleep. The same goes for player characters. I want that immediate feedback of seeing the effect smothering the affected token.
For comparison, here is an old screenshot with a beetle put to sleep. There is no mistaking that spell worked and the bug went nighty-night. Very satisfying.
And here is that witch battle, with the characters who have been webbed. It is communicated very clearly and immersive that they are stuck in webbing.
I don't want to suggest something that is not feasible in the engine, but it would be nice to have the option as a builder to maintain the larger status effects on characters and creatures in battle. Again, the icons on the portraits are fine. But I think the new method on how they display in combat is too small.
Now, some addition new screenshots from Hearkenwold, here is a new area, the Fields of Night.
A barrow location that the party can enter. Maybe digging their own grave.
This is all work that I'm doing to finish the guild adventure for paladins. It is almost complete, I just have a final dungeon level and the climactic encounter with the main antagonists. Then it is a matter of tying it all together, post-adventure stuff like returning to the guild master in Hearkenwold. All of it should take me a few more weeks, so I am hoping I have have a new version of the campaign available before the end of April.