New build pushed to Steam
* Bugfix: Info panel (turn/income/etc) no longer hides on ESC
* Bugfix: Tool tips should no longer be obscured by almost everything
* Bugfix: Message/prompt window (at the center top of the UI) works again
* Cheat Menu is now disabled/enabled from the settings (disabled by default)
* Research Window can now show completed research
* Equipment stats are now shown in the encylopedia
* Enrage Wildlife spell now has an icon
Working on a few other bugs/issues that have been reported and some UI for victory condition configuration and tracking. This will also include quest progress, as the old quest window went missing quite a while ago.
A batch of keys for the Early Access Beta have gone out to some of the people who helped test out the open alpha with feedback and bug reports. As previously mentioned, public Early Access on Steam is targeted to start in mid-to-late January.
Additionally, the first non-Windows builds have been uploaded to Steam, and are available to beta testers. They are completely untested, but I still consider this is a great milestone, as supporting a wide variety of platforms has always been a goal.
As for the game itself, I am currently working adding on more Victory Conditions than just destroying all rivals. There has also been some bug fixing and tweaking of the battle engine, improvements to the battle report window, increased variety of weapons and armor for the military units of randomly generated cultures, new city buildings and tweaks to the city economy mechanics and some new unit types.
Almost 2 weeks since the last update – time certainly does fly. As mentioned I’ve been focusing mainly on improving the UI and map graphics. I’ve also gotten my Steam build pipeline up and running and can now launch and update the development build from the Steam client. That’s a really great experience. As promised I’ll be sending keys to the couple of people who helped me out during Alpha – I expect they’ll go out the final week of December, and that Early Access itself will launch in the second week of January. But as always, delays can happen, so take these dates as the estimates they are.
Here’s a few screenshots showing the new UI scaling setting in action – a feature requested during the Greenlight process, which was an excellent suggestion, since the perfect scale for the UI depends on resolution, monitor size and personal preferences / seating conditions. I will also be adding a separate text scaling setting to complement the generic scaling.
I plan to post another update before the end of the month, to recap off a very exciting year and to give a rough road map for the coming year.
Thanks everyone for your votes! That was a surprisingly fast approval. I am now working hard with the practical details of integrating with Steam. Those of you who helped test during Open Alpha will of course be sent early access keys as soon as I’ve verified that everything works as intended. I’ll update this space with progress on getting everything up and running.