Some more pics:
These last months, we have worked on improving the level design process, adding props (like the windows you can see here), and a few powers.
And we have revamped the sound system, so that our musician has greater control on the sound parameters and timing.
Gameplay wise, we have revamped the way DoT, support and disengagement works.
Supports now works a bit like in Blood Bowl: Each other character who is adjacent to the target or attacker without being in the zone of control of another opponents provides support to the active character (both in defense and attack).
Regarding DoTs and debilitating conditions, the target gets a saving throw every turn instead of having a fixed value (same for buffs, bot the targets needs to pass a given threshold).
Disengagement doesnt give an attack of opportunity, but failing a disengagement test stops movement, and gives the character an attack and defense malus (he can still attack afterwards).