Thanks for the update! It was great getting to know about Deedra. The conversations with her about fractures were interesting. I didn't realize that people or monsters could fracture into multiple personalities or fragments. I just thought it was a neat color thing, and that everything that fractured split into one other piece. Now I get why Lucy is so worried about the fracture, because if it gets worse, she will be split into 3, 4 or more pieces not just 2. It was also a cool realization to why fractured things become crazy, and I think you did a good job explaining all these things through Deedra. I look forward to seeing more of Lucy and Deedra's shared story in the upcoming updates.
During the conversations with Deedra I found 2 typos. The exact conversation might be off though. When talking about Okay with curing Lucy the second time, Deedra says "We're pretty good at keepign" instead of keeping. When talking about What's it like riding along? the fourth time, Deedra says "Lucy hasn't told you a great our adventuring party" which doesn't make much sense as is. Either she meant to say "a great deal about our adventuring party" or "told you about our adventuring party", or something else.
The only issue I found was having Lucy's fracture high after the army moves in. When her fracture is above 50 when evening arrives, you can choose to invite the adventurers, army or close the inn early. When choosing adventurers you get the dialogue box from Lucy saying you should turn them away because her fracture is high. This leads to the inn becoming a companions night instead. The main difference is if you do this route, choosing adventurers and turning them away, Lucy's interactions are locked off for the night and she is hiding in her room.
One last thing that is more UI related. I noticed since version 1.75 that the dialogue options have been realigned. Before 1.75, when getting events with one or two dialogue choices, the choices would be centered in the empty space of the popup box under the art or text. Now, the dialogue choices are aligned to the bottom of the popup box, which to me, just leaves a weird empty space between where the text/picture ends and the choices begin. This is seen for events like weather, Runa arriving at the end of summer, and also when talking to Willow after exhausting one of her dialogue branches. It's different from what I'm used to seeing after playing a couple times before 1.75, and thought I should point it out since it seems off to me. I can post comparison pictures if this explanation of what I'm talking about doesn't make sense.
Anyways, thanks again for the update. I look forward to 1.9 and seeing Willow's skill tree, the start of winter, and the forge. Good luck with development!