I think I had a Eureka moment in regards to the game's mechanics. I'll need to implement it, but I'm very excited and hope it's as good as I'm expecting it to be!
Instead of making stealth a easy-mode/hard-mode kind of thing, I'd like to make stealth something more akin to a narrative in the gameplay of field and battle.
Previously, I stated that I was axing stealth… I don't want to promise anything too early, but I'm going back to experiment on it: but it will be executed differently.
Sorry for the very slow news on the game's rework. A lot of time-consuming IRL work. Mostly doing planning in spare time, but mid july, I should have some free time to implement the rest of the changes.
(And it's also a way to save dev time and reuse more of a level by maybe from time to time issuing a backtrack where enemies/objects/other things are changed around)
While on the subject, unlike Ethan and Yvonne, Emilie's new design is a bigger departure from her current design. There are a few more tweaks before showcasing her changes.