The major hole at the moment is the lack of a well-defined NPC threat,
and lack of "adventure". There are three systems I'm considering to
address this:
o weak units in wilderness provinces get atttacked by npc's
o explore in "dangerous" sublocations prompts monster attacks,
and yields rewards, such as gold, nobles or artifacts.
o QUEST command, discussed previously on design.
Those are in order of likeliness to be implemented. The second two are
promising, but I have to work out some implementation issues.
The other major feature which might get in is some sort of team/organizations
system. I sent out a proposal about this a month or so ago.
The rest of the changes will be minor tweaks, such as adding more skills,
items, kinds of men, etc. These won't radically change the game.
I want to have all of the major stuff done before declaring the test
"beta". Two months may be somewhat optimistic, but we'll go to the two
turns/week rate now anyway to keep from losing any more players. :-)
> Also, Rich, it would be nice if you could annouce when the rulebook
> is fairly stable, and we can then print it out and seriously attack it
> looking for typos and inconsistencies. I'd have a go now, but with
> frequent changes and updates there seems little point.
The latest rash of changes is pretty much over. Now wouldn't be a bad
time to go over the rule book.
-- Rich Skrenta <skrenta@shadow.com>