I really can;t believe so much time has passed since the last update and for this I apologise. Be assured though that work on the mod has continued when time and inspiration have converged.
Some welcome news for TIS 3 is that I have come to an arrangement with the outer gods of time and dimensional accounting and by sacrificing a portion of my sanity, I have managed to increase my weekend by a whole day! I have not given an official name to this new day yet but I plan to use it as a TIS 3 dev day. So far these extra days have proven very productive and I feel that the final episode has moved significantly closer to completion.
So what is new if anything?
I have reintroduced a Sanity loss element to the mod that was proving difficult to implement in the very early design and had dropped. It still needs a bit of polish but I think it should provide an interesting route for the storyline.
I have managed to find a limit cap to the entity level I can use in a particularly large map that was causing problems on a random basis. That entity limit is 180% of the maximum recommended by Hammer, btw. This has forced me to remove some areas and discover a really useful builder tool called the 'func occluder'.
A lot of time has been spent on the problems that can occur when trying to have a very open multi-path map. Making sure that the logic of one discovery does not conflict with the players future actions has been mind bending.
So, as the tempo of production rises, let's hope it's not as long before the next major update.