The Adventurers · published
Adventurers,
Your party members now have more personality, ambition, and significant improvements to morale's importance.

The adventurers now have camp conversations, shared victories, discuss contracts, town visits, healing, trade, and difficult choices at times.
Each event has choices that create real tradeoffs. Supporting one companion may disappoint another, while strengthening a bond can come at a morale cost. Previews show the consequences before you choose, and results clearly show how relationships and morale changed.
I debated hiding the choice to just see the after effects but I preferred giving clear indications of the choices you make so you can weigh the options.

Party members can now pursue personal goals tied to who they are and what they care about. Choose from goals involving combat, healing, contracts, negotiation, town aid, crafting, travel, trade, and companionship.
Completing a goal rewards morale, relationship progress at times, and a small earned trait. You can abandon a goal if priorities change, but doing so has a morale cost and a short wait before a new goal can be chosen.
When you get to the end of the tree you can continue to grow the character as well over time getting additional rewards.
Morale now affects energy recovery, combat accuracy, camp work, relationship changes, and negotiation rewards. Happy companions perform better, while low morale makes the road harder. Morale never removes player control or makes companions refuse commands as I want you all to keep the player agency.
This is all now live on the beta branch.