This is finally the build where feature parity with the pre-Unity build (0.9.37) has been achieved. Apart from the cheat menu, which doesn’t really count, and might not come back at all, all user interface and mechanics are now implemented with equal or better functionality than previously. There are bugs, of course, and a lot of usability, polish, and graphical work to do, but from now on it’s about improvements and new features, rather than catching up.
Speaking of new features and mechanics, this build actually has some: The prices on the market now adjust dynamically. Selling or buying a lot of a resource will shift the prices in the relevant direction. The siege mechanics have been improved – armies need to siege some settlements and all fortresses for a period of time before they can be assaulted. The AI also abides by this. Rebel AI and mechanics have been expanded – there are some bugs though with independent city rebels and not properly reforming/rejoining the relevant minor city faction.
On the “content” side, there are improvements to the naming engine and a new event, suggested by Frumple from the bay12 forums. I won’t spoiler it with further details, but it’s related to wild magic, summoning and chronomancy. Was really good fun to create.
Finally there are a number of UI improvements and bug fixes. The highlight of the UI work is that the overland construction project UI is now functional again, and more usable than previously. A number of icons, notifications and dialogs have also had improvements.
Even though 0.9.37 feature parity has finally been reached and stability is looking good, please hold off on bug reporting yet. I will add improved logging and an in-game link to bug report generation in one of the next builds. Getting the save game functionality activated again is also becoming ever more inevitable, and will be invaluable for reproducing bugs.