There’s a new August progress post on the forums, which is continually updated. Since last time I’ve added some new features & content, fixed some bugs, and upgraded to Unity 5.4 (which gave a nice little performance boost).
The highlights are:
Quick Start: You can now skip the detailed game setup (world size, race/culture variety, event frequency, wilderness danger, rarity of magic, etc.) and just pick the number and difficulty of opponents.
Organization Leaders & Notables: Cults and orders now have leaders and notable members generated. These are fully fledged characters, just like the player followers and city notables. Titles are also generated. You generally can’t see cult members in the encyclopedia, since they work behind the scenes in various sites all over the world.
Custom Sigil Background Colors: I’ve implemented a color picker, so that you can choose a custom color for the sigil background. So now your enemies can cower at the sight of pink, magenta or salmon banner, or you can pick a slightly darker blue if you want to. Actual banner/crest/pennant graphics and patterns are also coming, so that you can customize this even further. The AI wizards and warlords also get a distinct sigil, so you can more easily read the map.
Roads: Improved road graphics, no longer an ugly brown monochromatic line. It’s now a proper mesh with a texture. The graphics are still not final (texture will be improved, the mesh will ‘snake’ a bit more, etc.), but it’s much more pleasant to look at. I can reuse a lot of this code for the rivers, which are still block blue things with only a passing semblance to a river. The generation of road networks has also been improved – gone are the disconnected settlements sitting right off the road. Ancient ruins are now also considered when generating the network.
(seems like this world has a fantasy equivalent of Wales, looking at the names of these Centaur settlements – the world generator will sometimes use toponymic-based name generation and sometimes more random generation, depending on the situation)
There’s also a new game play video, with a Crusader wizards (starts with additional followers and a slightly bigger army, but is not the strongest in actual magic). To be honest, the video turned out a bit more peaceful and dreary than I’d have liked. I just explore a bit and send out some emissaries (primarily because my crummy followers fail to locate any dungeons). A proper Crusader would greet small villages with conquest and not diplomacy. I’ll try and get some more action in the next one – and highlight more of the cool procedural stuff.
Finally, my goal is still to release an Early Access version before the end of August. The final major milestone is the new battle system, and I hope to be able to unveil it really soon.