I've been mostly working on the upcoming repeatable quests and exploration details recently, and at least quest engine is mostly finished. My main idea is to switch money making from passive stuff (jobs) to the more proactive ways. Not that I'm going to remove job income entirely, but my end goal is to make it far less subsustaining at least on initial game stages. It's just not quite feel right how you can assign couple of workers and spam 'end day' button forever. I also wanna make more job related small events (like getting more/less income, finding something unusual and so on) so jobs will be somewhat more interactive as well, but I do realize its not very fun to keep eye and maintain 20+ workers 1 by 1.
But that is for later, for now I wanna tell bit more on the idea behind current exploration/repeatable quests. So my idea is pretty straightforward - introduce more core areas of hub kind instead of linear progression sorts. If previously you'd slowly explore area from Shaliq until eventually clearing undercity or traveling to the sea, now you would have more potential options to start from. Namely, there will be multiple towns and you'll be finding slaves either in their guild or around them. In case you'd need an Orc, you'll be going to the Orc town; for elves or fairies there would be some elf forest village kind of location. From there you'll be able to scout around and try to capture slaves of desired race. Some areas would be more difficult and present different rewards. Rare species like dragonkins or monster girls will be especially difficult to locate on first run. Teleportation will cost mana (honestly should've been so long time ago) and you'll be able to unlock teleport to the hubs, instead of random places.
Current repeatable quests will involve some fluff and request for specific kind of slave from local slave guilds. You might get a request for certain race, skills, beauty or characteristics. For the start it will be about dozen different presets with slight randomization in them, but system should be easily expandable. There will be time limit based around when quest is taken and inability to complete it in time will be penalized. On the side note, as first part of economy balance, skill training cost will be reduced by twice.
While making quests and towns, I also thought about necessity of reputation system. Basically, I'd want world to recognize both your contributions and misdeeds (such as capturing and enslaving adventurers or losing your slaves/having them escape). This is just a thoughts and I don't quite have system in mind to punish/reward player accordingly, but eventually I'd like to explore this idea in more ways.
So, for now plan is to finish on adding repeatables and rearranging exploration bits around new towns and hopefully new version should be out before 15th.