Tristan and Iseult - Initial Release
An initial release of Tristan and Iseult is available - go to the game page to download.
It's been a productive project, and not just in terms of getting a game done - I've also turned up quite a few Ren'Py bugs/annoyances that I'll be sending on to PyTom at some point, and found several weak areas in the battle engine that I've fixed up as I've gone. There's some significant new functionality which will make it into the next release of the engine, such as A*-pathfinding for AI fighters and lots of condition/event stuff. The game itself includes some examples of cut-in scenes in the middle of battles, which people have been asking about since more or less the first release of the system. The development of this game has also shown me some places where the engine could be improved in such a way that I didn't try and do in NaNo - for example, the fog-of-war implementation in Tristan is fairly inefficient, and I know I can do a lot better with a bit more time.
There are a couple of known bugs - most notably, the TileMap displayable I wrote to facilitate the battle maps shows up some OpenGL texture/draw-alignment issues in Ren'Py if you change the window size (either by dragging the window border or by switching to fullscreen). This is a little better in 6.12.1, but that's just a pre-release right now and has some other problems of its own.
I'll more than likely be releasing a more-fixed-up version sometime in the near future, especially if any Ren'Py issues get fixed which would affect the game; sometime in the not-so-near-but-still-not-that-far future, I intend to make the source code to the game available so people can see how it all works, but the engine code needs re-integrating back into the main engine project and some hacky works-for-NaNo bits need to be straightened out before then...!