Sorry for not posting any news since a while... We are working on it, of course. Sometimes it's faster, sometimes it slows down because other tasks in our life. But we're working on it with Elendil. Only two members and a huge-huge game. It will be bigger than TQ1 of course, and TQ1 still took 2 years to complete with 3-4 members and no other tasks.
For Elendil, it means that he's alone with programming the whole game engine with the world editor from the very beginning, no reused TQ1 stuff this time, it will be a brand new, much more flexible and modern game. For me, just drawing all the graphics in such a high resolution means years of work, for example (partly because this time anything will be much better animated), but at last I can see the light at the end.
And it's just a part of my task, I have to finish the writing and build the whole world with the editor.
Some details for the graphics, just to let you see the amount of work I have to put in: TQ1's monsters just had one animation, from the front, as you see them walking and attacking - 1-2 attack frames, one hurt frame, and that's all. It doesn't look too realistic... So in TQ2 I drew and animated them from all sides, also they have at least 3-4 different, smooth attack animations (for better strategy variations and gaming experience), etc. To take it to numbers: one TQ1 monster had about 10 animation frames, while one TQ2 monster has about 80-100 frames.
As for NPCs: in TQ1 you can see 2 men, 2 women and 1 child walking on the streets. In TQ2 you'll see at least 25-30 totally different NPC types. Also you will see (and hunt) animals here and there, etc. I have to draw them all.
But I'm near the end, fortunately, I think on this Summer I'll finish all the graphic work at last, and on this Autumn I'll start to build the world itself with the editor - so don't expect screenshots before Autumn.