This build has a whole bunch of new random events designed to make the early game more interesting. Marauders, bandits, pirates, faeries, undead and many more can now appear to threaten your realm. Dealing with them will yield resources relevant to the defeated foes. This will be expanded upon in a future patches, so that leaving these marauding beasts and miscreants to their devices for too long will result in them attacking your holdings or them building forts and hideouts, whatever is relevant to the foes.
I have also fixed some bugs, and improved a bit on usability here and there. A random name will be generated when selecting a wizard type, which can be changed, of course, but when testing it’s nice not to have to enter a name every time. The worker assignment screen also has some improvements, where after you have assigned a worker it will cycle to the next in the list, and defaults will be selected when you open the dialog. Research mechanics have had a bit of balancing done as well.
Next up is some work on the tactical combat and putting back auto-resolve. The main goal at the moment is to make the early game flow and give approriate challenge, exploration options, etc. Balancing the early game resource income and expenditure is also part of this.
Installer Link: ClickOnce windows installer