I’m currently pushing toward the Milestone 15 build! There will likely be a couple of builds between now and then, just to iron out the kinks, but we’re getting really close.
Some fun stuff: I’ve found the cause of the big frame rate stutter which occurred at the start of the game loading sequence on Windows; that fix will be coming in the next build.
Unrelated to that, I’ve built a little tool which can convert my mostly-text-format data files into binary-format data files, which can then be loaded somewhat faster. I’m not sure whether to actually go to the bother of converting most of the game’s data files, though; it’s kind of a big job and wouldn’t make things run too much faster in general, and does make the game harder to mod. But the tool does make it possible to convert the newer binary save games back into text format, so you can see what’s in them (and optionally cheat yourself into extra money, or whatever. )
New in the next build will be “Elite Monsters”. Elite Monsters are like regular monsters, but bigger and tougher. Think ‘Hogger’ from World of Warcraft. Also “Guards”, a new type of NPC which will fight against nearby monsters. (So if you have a town near a monster zone, you can place Guards there to keep the monsters away). Also, a couple new griefing behaviours. Currently, I’m working on implementing “training”; players intentionally getting aggro on monsters (especially elite monsters), and getting the mosters to chase them into towns, to cause havoc amongst other players.
Also, all the monsters now (by default) have customised attacks which make more sense for them; no more crocodiles shooting fireballs at your players! (Again, that’s just by default; you can totes have fireball-throwing crocodiles if you want them!). Similarly, player classes have more sensible customised attacks and statistics (by default. paladins now have more health than mages, for example).