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18 October 2026Development update + first-region progress4 min read

San d’Oria progress: quests, Trusts and the first-region rebuild

More quest interactions, original guild events and Trust presentation are coming together in development builds. The East gate approach has a reviewed modelling repair, while the first region still needs its remaining construction, integration and complete-session playtests.

Modelling view of the East gate road and stone head walls, with grass-covered ground and unfinished surrounding building forms.
17 October 2026 — unedited modelling review of the East gate approach, showing the road, head walls and surrounding ground under construction. This is a model review view, not a capture from the playable region. Native import, collision and navigation still need their own checks.

The first region is still under construction

I have been connecting more of the game behind San d’Oria’s streets: quest interactions, guild events and Trust companions, alongside the building and gate work. There is progress to show, but the first region is not finished. I am still bringing its routes, places, encounters and interactions together into a dependable single-player adventure.

This update covers work since the last systems post. A working rule, a reviewed model and a complete region are different milestones, and I am keeping those distinctions clear.

What changed

More quest and guild interactions

I have expanded the implemented quest rules and connected more conversation, trade and key-item cases to the existing dialogue and saved-progress systems. That includes checks around whether a result belongs to the current character and interaction, rather than an earlier conversation that has already ended.

The quest list is still broader than what can be completed in the current world. Some routes need missing locations or safe ground; others need items whose sources lie outside the admitted region. I am not filling those gaps by inventing convenient drops or counting a listed quest as a finished adventure.

San d’Oria’s guild masters now use their own event sequences for joining a guild, rank tests and renouncement. This advances the event presentation beyond the earlier provisional dialogue. Quantity entry, the synthesis animation and the crystal’s presentation still have work ahead, and the full purchase-to-craft-to-reload loop needs its own fresh playtest.

Trusts are moving beyond the early foundation

Kupipi and Excenmille now have supported healing, buffs, abilities and weapon skills alongside their summoning, dismissal, following and melee behavior. The work also connects Excenmille’s qualifying Ronfaure call to the San d’Oria acquisition quest and supports more targeting and party interactions.

Presentation has advanced with casting phases, clearer interface help, and arrival and departure effects. This does not mean every animation or effect now matches retail. Some phase transitions remain approximations, body opacity fades are still missing, and the complete companion experience needs integrated package coverage and my own playtest.

A more complete East gate approach model

The East gate modelling pass repairs ground and exposed-edge problems around the approach, including head walls, pit fill and an apron around the road. I have reviewed that model as a construction step. Its modelling checks do not replace the engine’s collision, navigation or actual movement tests.

Other building layouts have also advanced through review. A layout approval is permission to continue construction, not a declaration that the building is enclosed, imported, populated or ready to explore. The remaining closures and connections still matter as much as the front view.

What the image shows

The image is an unedited modelling review from 17 October. It shows the East gate road, wall work and surrounding ground under construction. The plain surrounding forms and unfinished scene are part of that review.

This is not a capture of a completed area running in the game. The replacement approach still needs native import, collision, navigation and in-game route checks. It also does not demonstrate the quest, guild or Trust changes described above.

What has passed, and what remains

The gameplay changes have their own recorded development-build and automated checks. The gate has separate modelling and geometry evidence. Those results establish progress within their tested scopes; they are not a new combined package or a full-region playthrough.

The first region still needs connected and safe routes, remaining building closures, dependable NPC placement, complete supported content paths and consistent presentation. Creature animation reimports and other development branches are still being worked through. I am not treating unfinished work on those branches as already available in the integrated build.

My own checks of controls, sound, appearance and the full session remain separate from automated results. There is no public download, testing signup or release date to announce.

What comes next

The next meaningful milestone is the first region holding together as a whole: enter the world, travel through its supported routes, interact with its people, fight with the supported companions, use its services, and return to the same progress after saving and reloading.

I will keep connecting and checking those pieces before widening the world or presenting a finished product. The following updates will show what has actually changed, what the captures demonstrate and which checks are still ahead.