We have kind of replaced the developmentblog with the News section
Anyway we will have a meeting next week where we will try to more or less finalize the scope of beta6, but the idea is a shorter one (like beta5). I think we in the future will try to avoid such long development phases as beta4, and rather break it up in several smaller "betas".
As for what will be included we constantly check the wishlist, and add whatever sounds like a good idea to our to-do list. Some things might take some time until we get around to implement them depending on how important we judge the change. So keep up the posting there
We are now more or less finished with what we call beta5.1, which were small things we identified to fix in beta5 after the launch, like:
- constant bugfixes of the code
- laddergames generate a wallpost with minimap + statistics of each players production/killed units etc
- possibility to start a game directly through a button in the gamelobby whenever the game is full, i.e. no need to wait for the server to start the game
- Updated history a bit with more information for teammates, like ruin contents
- Fix of de-select unit and auto-popup of search ruin etc to have better logic
- "NaN" on units placed on buildings without a defence value (like goldsites and LookOutTowers)
- Fixes to hosting of scenariogames
- pathfinding calculation for ships updated to take the shipmove into account when calculating how far you get on each turn
For beta6 I can mention some stuff that currently looks like it will be included:
- Small improvment of AI code, might add hero leveling. No major changes though, no ruinsearch or itemhandling.
- Some misc things like optimizing of code on both client and serverside
- Will remove random starts as an option in mapeditor, so all maps needs to have the startingcities set (I think 95% of the maps use this anyway, so this is to simplify)
- Some internal stuff like improve backup routines and versioning control
- Add more options/power to the mapcreator of scenariogames (like checkbox for default defender, maybe some kind of possibility to add unit restrictions on diffrent sides, improve Trigger system etc)
- Update client structure of the mapeditor, it is still lagging behind the latest structure that we actually use in the game.
- most likely some small balance changes on some units
- maybe some new unit, I know piranha is talking about one or two of those
So from a player perspective I think the most noticable changes will probably be mapeditor improvments.