Ah, for a change, everything is moving slow but steady. Here's a list of things, in order of greatest to least, that has been happening for Dk2 and Dk3:
1.) Multiplayer Code Rewritten for the Quake II Engine
2.) Monster Code Rewritten for the Quake II Engine
3.) Monster Code Added for the Quake III Engine
4.) Self-Created Single-Player code for Quake III Engine
5.) Added backwards compatiblility for DK models in Quake II Engine
6.) Integrated KMQuake II Multiplayer Client/Server
7.) Added clunky Direct-X rendering in Quake II Engine
8.) Acquired another developer team for Dk2 games
9.) Added backwards compatibility for Quake II models in Quake III Engine
10.) The Shadowcaster Design Document was completed
11.) The Soulblade Design Document was scrapped and rewritten
12.) We're now working on revamping the Dk weapons
13.) Added time-travel (instant hub warp; the trick was to load -ALL- level data in the beginning...trouble is, it turns into a HUGE level cache file...not good)
14.) Mostly cosmetic changes to the menus and such
15.) New Music Team DiluteCo Industries Acquired
16.) MIDI support added for Quake II and Quake III Engines (hell yea, we're doing it oldskool)
17.) Cooperative Sound for Quake II and Quake III to support MP3 files (no fmod.dll)
18.) Support for weapon sprites (!!!) added for Quake II Engine (we're doing some of that oldskool too)
19.) Moving skies code completed for Quake II
20.) Trying to see why Quake III has no skies to do stuff in
21.) Added the new Daikatana theme song to the website
22.) Added the old Daikatana MIDI album to the website
23.) Removed the status bar for Quake II to be replace with a all-in-one hud (imagine Quake II's screen with dynamic information; the F1 key info box, the mission objectives, monster type identification...little gimicky crap like that
24.) Added new Coloring Rendering system for Quake II Engine
25.) Added new SiN features in Quake II Engine
26.) Backwards compatibility with old Quake 1 models for Quake II Engine
27.) Added SiN Model Compatibility for Quake II (easy conversion)
28.) Increased drawing distance for Quake III engine--RTCW style (means that the game looks more kick-ass with newer technology)
29.) Added DYNAMIC music and sound support for Quake II and Quake III (SiN recompiliation and RTCW recompiliation)
30.) Added a DOOM .wad MAP converter to Quake II (takes overlay of DOOM map and converts the basic level without the tags and sector effectors and crap like that)
31.) Added old Quake.bsp support (YUK!) for backward compatibility for Quake 1 maps (YUK!)
32.) Ripped Cooperative mode out of Quake II engine (for time being)
33.) Started on level drafts...working on the green colored lighting

34.) Added the annoying robotic frogs (model conversion) with rewritten code to make them...non-enemies?! Yup, they are just ambient now--but you can still have your revenge and kill their asses!
35.) Added poly-hit detection from Kingpin (will be removed eventually)
36.) Trying to get a life right now
And this is pretty much it. I gave it straight to you this time. Can we be fair enough to call this a .plan update?