ROADMAP UPDATED [0.701 - 1.0]Mon, 26 July 2021
Good day, lords and ladies! I would like to put a few comments here before you'll dive to the roadmap.1) First of and most important -
it's not 100% final
. I'm sure that before we'll reach 1.0 I'll edit the list not once - mostly with additions and editing of existing stuff, without removing anything, so this list represents features that 100% will be in the final product, so no worries here. Also, Steam sub-forum "Your Ideas and suggestions" still welcomes all the players!
2) Second important thought - when writing this
I tried to be as realistic as possible
in order of development - everything you'll see in the roadmap is 100% possible to develop without any serious issues and that mean - relatively fast. I've prepared code for this, so I hope that everything will be smooth here. As you can see, there are 3 big themes, and some stuff is marked with *. * Means features that not 100% thematic correct, sometimes not at all, but they'll match the development timing.
3) Third important thing -
I've changed my initial development plan a bit
. The plan was to finish all the gameplay stuff till 0.8 and since that add and polish things. But changed my mind and that's why - bringing new content (like new items and building) as important as adding of new gameplay features, I make polishing at Friday anyway, so stuff like main quest, new items, weapons etc. etc. were added to main themes.
And the last question is obviously - when? The answer is - we'll start today. It's 26.07.2021, Monday, and the first update of this roadmap will come today - we're making final test at the very moment. The plan is to release 3 updates per week. Monday, Wednesday - stuff from the roadmap, Friday - bugfixes and tweaks. I.E. today you'll have "New quest type - killing human", Wednesday is for "New system for AI names - second name, titles" and Friday is "Bugfixes".
FAMILIES !!!DONE!!! - *New quest type - killing human;
New system for AI names - second name, titles;
*New UI element - now players with high hunter perks can mark nearest animals by type using a journal.
New arrived NPC can automatically form families: wife-husband-child;
New AI nickname system: "the Tall", "the Black", "the Strong'' etc. - will be connected with perks and AI characters;
Families can live in a house together;
*New wild plants type - flowers;
New dialogs options for player - marriage proposals;
New dialogs options - asking for settlers available for marriage;
*Main quest and it's mechanics - I;
*New armor/cloth type - I;
*New food/resource type - I;
New UI element - possibility to add the person (i.e. a good teacher) to the list in journal;
New UI element - list of all players houses in the inventory;
*New notice board use - orders;
*Orders - order for soldiers - patrolling, scouting;
*Orders for traders and manufacturers - producing certain goods for money;
New family laws - amount of allowed children, possibility to take only married couples etc.
Reworked global reputation system;
Social ranks system for player;
Social ranks system for AI;
*New location type - hunters hut;
*Hunters can patrol local area, hunt animals and sell trophies in the city;
Family tree UI;
Heirs and their unique dialog options;
*Armor rebalancing and adding new armor types;
New quests for family members;
*Main quest and it's mechanics - II;
*New armor/cloth type - II;
*New food/resource type - II;
New family quests for AI;
Blood enemy system and unique quests - after killing family member the rest of the family will become the blood enemy;
AI friends and enemies system - AI can make friends and enemies, that will cause unique quests;
Migration system - settlers won't stick in one settlement anymore - depends on happiness and friendship with leader;
*New place of interest type - abandoned graveyard;
*Main quest and it's mechanics - III;
*New armor/cloth type - III;
*New food/resource type - III;
DIPLOMACY New resource locations - new ore types;
Jewels and new crafting recipes;
Jewellery and new structures types;
Reworked happyness system that is calculated not only from wealth, but from some additional factors;
Trading post in the port;
Possibility to upgrade the port (making it stone one);
*Integrating marriage into diplomacy - family alliances;
Conspiracies system - now certain characters can make a conspiracy against each other;
*Main quest and it's mechanics - VI;
*New armor/cloth type - IV;
*New food/resource type - IV;
Orders - sending spy to another kingdom;
*Bodyguards system - hiring up to 10 (depends on commander perks) personal bodyguards;
*AI bodyguards;
Adding family trees UI to diplomacy interface;
Possibility to poison other leader and his family;
Sabotage system - possibility to sabotage settlement manufactories;
Rebellions - now settlers can be aggressive if prosperity was low long enough;
Rebellions additions - quests and dialogs;
*New armor type;
More transparent in-settlement crafting - possibility to leave orders on notice board for certain goods, final quality will depend on settlers perks;
Settlement specializations - depends on location, places nearby etc.
*Rebalancing smith system - adding new skill tree for armor crafting;
Goods that can be produced in certain settlements only, depending on this settlement specialization, without these goods settlers can't be 100% happy;
New UI element - list of produced goods in settlement;
Trade caravans of various types - carts, horses etc.;
Possibility to add guards to caravans;
*Main quest and it's mechanics - V;
*New armor/cloth type - V;
*New food/resource type - V;
Bandits raids on travelling caravans - AI;
Bandits raids on travelling caravans - Player;
*New resource type - fish;
*New mechanics - fishing;
*New building type - fishermans hut;
*Main quest and it's mechanics - VI;
*New armor/cloth type - VI;
*New food/resource type - VI;
GUILDS New building type - guild house;
*Main quest and it's mechanics - VII;
*New armor/cloth type - VII;
*New food/resource type - VII;
Guild types - fighters, farmers, traders - each guild has uniques random name;
Guild organization - central office with smaller departments;
Guild quests;
*Main quest and it's mechanics - VIII;
*New armor/cloth type - VIII;
*New food/resource type - VIII;
*New farm type - animal farm;
*Adding more animals types and new goods to the farm;
*Main quest and it's mechanics - IX;
*New armor/cloth type - IX;
*New food/resource type - IX;