Roadmap
What is planned for the next versions. This is a plan, not a promise — things may move, change or be dropped.
Version 0.0.28.x
A character editor for your player character
- Planned: a character editor where you design the model, colours and size of your player character yourself when starting a game.
- Skin, clothing and hair of the characters get their own colours – for more varied residents.
Version 0.0.27.x
Outposts, experience and talents, fishing and a wiki in the game
- New building Outpost: founds a settlement of its own away from the capital and trades goods with it.
- You can only build within reach of your own storage places – the town grows with every new storage place.
- Your capital is founded where you place your first building – and you give it a name of your own.
- At the outpost you decide which goods it orders from the capital and which it delivers there.
- Every outpost comes with a free night camp, so work can start there right away.
- The top bar shows the values of the town you are currently in.
- Units and the player character gain experience while working and level up.
- Units gain experience separately per field: building, research, production, gathering and logistics.
- New work preferably goes to the unit with the most experience in the matching field.
- Levelling up is visible: an effect on the player character, a message for units.
- Talent tree in the player book: every level lets you unlock talents for your player character.
- The unit info shows experience per field clearly in two columns with icons.
- You can assign a worker to a specific building – via the house or directly in the building window.
- New building Fishing hut: stands half in the water and catches fish at fish swarms in deep water.
- Grill raw fish at the campfire for a filling meal.
- New firing chains in tech 2: charcoal from the charcoal kiln, fired bricks and lime mortar.
- Peat fertilizer made from ash and dried peat gives your fields a higher yield than ash.
- Roads follow the walking path when you build them and go around obstacles instead of a fixed L shape.
- Diagonal road pieces give you clean slanted roads instead of zigzags.
- Units prefer finished roads when walking.
- New construction site: a staked-out frame with piles of material, and the building rises from the ground in clouds of dust.
- With ALT you see each construction site's progress as a ring around its icon – red for material, green for building.
- A wiki right in the game: look up buildings, recipes, items and research without leaving the game.
- Statistics page in the player book: graphs of production, population and research points over time.
- New Residents tab in the statistics: all residents of a town in one table, with info on each.
- In the player book you choose which four values the status page shows.
- New build page in the player book: buildings as a picture grid by family, with a tech filter and a bar of upgrade stages.
- In the crafting tab, locked recipes name the building they are made in.
- Ctrl+Shift+C copies just the filters of a building so you can apply them to others.
- Exhausted or very unhappy residents visibly walk slower.
- Clayware can now be stacked, and you set up the supply of your houses centrally in the Input tab.
- New models: a rabbit hole as an earth mound and two more stone variants.
- A consistent demolish icon and new icons for the book buttons in the bottom bar.