ROADMAP UPDATED [0.701 - 1.0]
Good day, lords and ladies! I would like to put a few comments here before you'll dive to the roadmap.
- 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!
- 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.
- 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
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!!!DONE!!! - *New quest type - killing human;
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New system for AI names - second name, titles;
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*New UI element - now players with high hunter perks can mark nearest animals by type using a journal.
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New arrived NPC can automatically form families: wife-husband-child;
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New AI nickname system: "the Tall", "the Black", "the Strong'' etc. - will be connected with perks and AI characters;
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Families can live in a house together;
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*New wild plants type - flowers;
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New dialogs options for player - marriage proposals;
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New dialogs options - asking for settlers available for marriage;
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*Main quest and it's mechanics - I;
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*New armor/cloth type - I;
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*New food/resource type - I;
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New UI element - possibility to add the person (i.e. a good teacher) to the list in journal;
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New UI element - list of all players houses in the inventory;
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*New notice board use - orders;
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*Orders - order for soldiers - patrolling, scouting;
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*Orders for traders and manufacturers - producing certain goods for money;
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New family laws - amount of allowed children, possibility to take only married couples etc.
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Reworked global reputation system;
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Social ranks system for player;
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Social ranks system for AI;
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*New location type - hunters hut;
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*Hunters can patrol local area, hunt animals and sell trophies in the city;
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Family tree UI;
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Heirs and their unique dialog options;
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*Armor rebalancing and adding new armor types;
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New quests for family members;
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*Main quest and it's mechanics - II;
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*New armor/cloth type - II;
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*New food/resource type - II;
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New family quests for AI;
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Blood enemy system and unique quests - after killing family member the rest of the family will become the blood enemy;
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AI friends and enemies system - AI can make friends and enemies, that will cause unique quests;
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Migration system - settlers won't stick in one settlement anymore - depends on happiness and friendship with leader;
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*New place of interest type - abandoned graveyard;
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*Main quest and it's mechanics - III;
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*New armor/cloth type - III;
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*New food/resource type - III;
DIPLOMACY
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New resource locations - new ore types;
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Jewels and new crafting recipes;
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Jewellery and new structures types;
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Reworked happyness system that is calculated not only from wealth, but from some additional factors;
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Trading post in the port;
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Possibility to upgrade the port (making it stone one);
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*Integrating marriage into diplomacy - family alliances;
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Conspiracies system - now certain characters can make a conspiracy against each other;
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*Main quest and it's mechanics - VI;
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*New armor/cloth type - IV;
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*New food/resource type - IV;
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Orders - sending spy to another kingdom;
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*Bodyguards system - hiring up to 10 (depends on commander perks) personal bodyguards;
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*AI bodyguards;
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Adding family trees UI to diplomacy interface;
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Possibility to poison other leader and his family;
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Sabotage system - possibility to sabotage settlement manufactories;
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Rebellions - now settlers can be aggressive if prosperity was low long enough;
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Rebellions additions - quests and dialogs;
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*New armor type;
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More transparent in-settlement crafting - possibility to leave orders on notice board for certain goods, final quality will depend on settlers perks;
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Settlement specializations - depends on location, places nearby etc.
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*Rebalancing smith system - adding new skill tree for armor crafting;
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Goods that can be produced in certain settlements only, depending on this settlement specialization, without these goods settlers can't be 100% happy;
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New UI element - list of produced goods in settlement;
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Trade caravans of various types - carts, horses etc.;
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Possibility to add guards to caravans;
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*Main quest and it's mechanics - V;
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*New armor/cloth type - V;
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*New food/resource type - V;
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Bandits raids on travelling caravans - AI;
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Bandits raids on travelling caravans - Player;
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*New resource type - fish;
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*New mechanics - fishing;
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*New building type - fisherman’s hut;
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*Main quest and it's mechanics - VI;
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*New armor/cloth type - VI;
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*New food/resource type - VI;
GUILDS
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New building type - guild house;
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*Main quest and it's mechanics - VII;
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*New armor/cloth type - VII;
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*New food/resource type - VII;
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Guild types - fighters, farmers, traders - each guild has uniques random name;
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Guild organization - central “office” with smaller “departments”;
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Guild quests;
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*Main quest and it's mechanics - VIII;
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*New armor/cloth type - VIII;
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*New food/resource type - VIII;
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*New farm type - animal farm;
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*Adding more animals types and new goods to the farm;
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*Main quest and it's mechanics - IX;
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*New armor/cloth type - IX;
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*New food/resource type - IX;
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