Depending on what we decide, it might be the case that the highest Raids will require the referee to make decisions. This may be bad news for fans of relaxed, fully automated reffings. The alternatives (such as having very tight DPS checks, very punishing damage, or a large and random set of possible mechanics) all disinterest us for one or another downside. We'll see if we can find a source of "legitimate" difficulty besides human decision-making, but don't be surprised if that's what we end up using.
Safari tests are progressing well this time around. The workload of the older version — creating custom substitution behaviors, and custom capture criteria, for every single Pokemon was far too high, so seeing that the new "moods" for wild Pokemon are working properly is heartening. Having to assign them prizing is a bit difficult, especially given that explorers can (potentially) capture and release up to four Pokemon in most treks. We'll see if anything changes regarding how rewards are earned.
Having to wait for these tests to progress meant I didn't have much leeway to run off and make further facilities, which is where the opportunity to take a break arose from (alongside Mowtom's excellent management).
I'm also happy with the structure of the new capture mechanics: Introducing Poke Ball accuracy to oppose Poke Ball potency has given capture the necessary depth to add interesting choices to Safari and its preparation. I'll probably be making a pass to make the possible ranges smaller, but such a pass is only possible because we believe this version has good bones mechanically.