Roadmap

In the game
  • Terrain of the United Kingdom built.
  • Coast, lakes and sea added.
  • Ground has four kinds of nodes: farmland, woodland, quarry and ore.
  • The four kinds of nodes have a richness value.
  • Resource marks drawn on the ground.
  • Resource marks have visual indicators like crops, trees, scattered stone cubes and iron cubes, denser where the yield is higher.
  • 80 cities added.
  • 4,652 towns added.
  • Level of detail streaming so the whole map stays loaded while you fly around.
  • Fog, grid, block borders, flat map toggles and a vertical scale for the terrain.
  • Map labels for cities and towns near the camera.
  • Sign in through Steam.
  • Steam identity verified with Valve on the server.
  • Choose a name and title on first join.
  • Settle a first town on free ground.
  • Rename for first town.
  • New settlements start under the Crown's shield. (7 days)
  • Connect screen shows map building and world sync progress.
  • Added Town Hall.
  • Added House.
  • Added Rally Spot.
  • Added Stables, Archery Range, Barracks and Workshop.
  • Added Wall.
  • Added Relief Station.
  • Added Hospital and Church.
  • Added Academy.
  • Added Forge.
  • Added Tavern and Inn.
  • Added Embassy.
  • Added Warehouse.
  • Added Watch Tower.
  • Added Market.
  • Player castles capped at the maximum level (10).
  • Cities and towns capped at their own maximum level (11-15).
  • Every building has a cost in food, wood, stone and iron and a build time that grows by level.
  • Construction queue with a limit on jobs.
  • Houses set the population cap, population is spent by training troops.
  • Warehouse caps how much of each resource can be saved.
  • Embassy for reinforcing friends.
  • Gate can be barred or opened, which changes how the castle fights.
  • Village view.
  • Model editor for building models.
  • Claim ground near your castle.
  • Claim count shown against the allowance.
  • Build a Farm, Sawmill, Quarry or Mine on a claimed node.
  • Node yield shown as a percentage of the cell's richness.
  • Node list in the map view grouped by resource with Locate buttons.
  • Unclaim a node.
  • Abandoned node decays stage by stage before it is free.
  • Nodes taken by force from you decay rather than vanish.
  • Node guards regenerate on unclaimed ground.
  • Income of food, wood, stone and iron every minute from nodes and buildings, shown on the top bar with the rate.
  • Gold and silver purse, shown separately.
  • Market to trade resources
  • Every man at home or in the field eats.
  • Famine letters when food runs out.
  • Research and heroes multiply income.
  • Bounty in silver for clearing node guards.
  • Added Labourer, Militia, Spearman, Billman and Man-at-Arms.
  • Added Archer, Longbowman and Crossbowman.
  • Added Hobelar, Mounted Archer, Mounted Sergeant and Knight.
  • Added Supply Cart.
  • Added Springald, Battering Ram, Mangonel, Siege Tower and Trebuchet.
  • Added training options to Barracks, Archery Range, Stables and Workshop.
  • Training queues per building with batch sizes by level, sliders capped by what you can afford.
  • Population reserved when a training order is placed so queues never stall.
  • Research city management.
  • Heroes hired at the Tavern and kept at the Inn.
  • Heroes lose morale when their side loses and the winner rolls to capture one.
  • Hero bonuses applied to battles, income, building and healing.
  • Send a column from the Rally Spot, one queue per Rally Spot level, population cap per march.
  • March speed from the slowest unit and the road, sea crossings at ship speed with the marker as a cog.
  • Scout with Hobelars, a scout report with the lord's name, morale, record, heroes and troops.
  • Recall a column from anywhere on the road, it comes home from where it got to.
  • Hold ground you took with the column standing on it, then claim it.
  • Your own marches drawn on the map as ribbons with walking standards in your colours.
  • Marches listed under their own heading, sorted by the soonest to land.
  • Every fight resolved on the server, deterministic.
  • Wall with hit points and a breach.
  • Gate shut or open decides who can be shot.
  • Range rules, reach per unit, fall-off at long range, wall archers reach further per wall level.
  • Field rules, artillery sets up at reach, rams, towers and carts are baggage that only fights back in melee.
  • Battles with alternating exchange, one man a side, so numbers decide.
  • Fights run on worker threads, one per castle at a time, in landing order, other castles fight in parallel.
  • The garrison is locked while its fight runs, nothing leaves until it is settled.
  • Fights waiting in the queue survive a server restart.
  • Casualties carried to the Hospital with beds per level, the Church saves a share of the dead.
  • Siege castles, a beaten castle is held by a camp.
  • Loot carried home by the column rework.
  • Watch Tower sees attacks four cells further per level.
  • A messenger's letter the moment any attack on your castle or field sets out, with the arrival estimate.
  • The tower's own letter when the column comes in sight, with troop count estimates.
  • Incoming marches listed above everything in red, sorted soonest first, with locate button.
  • Enemy columns drawn on the map inside the watch tower's circle, with walking markers; columns fighting at the gate shown in orange.
  • Your own columns shown as arrived while they wait for their fight.
  • NPC settlements that build, train, claim nodes, expand and defend.
  • Lords hold grudges, attack one and it marches back at the castle you came from.
  • Lords take revenge in proportion to their Rally Spot.
  • Lords' morale rises and falls with their battles.
  • Lords under the Crown's shield cannot march on players.
  • A castle whose lord is evicted passes to the Crown, then a new lord is seated.
  • Morale for every player, moved by wins and losses, a beaten lord at his own gate with no morale is evicted.
  • Guilds, create, join, ranks, guild chat, guild colours on the map.
  • Chat, general and guild.
  • Records kept per player kills, losses, battles won and lost.
  • A chain of missions from the first claim, claim each kind of node, build each building.
  • Mission letters with clickable coordinates, re-sent at login while open.
  • Morale boost for missions completed.
  • Letters for battles, defences, scouting, alerts, heroes, guilds, famine, missions and notices.
  • A mailbox that holds read and unread.
  • Buttons for delete read, delete battles, delete all but missions, in mailbox.
  • Clickable coordinates in letters rework.
  • Top bar rework with name, resources with rates and tooltips, claims, army, population, standing.
  • Left panel rework with construction, training, marches, research and incoming, all sorted by the shortest timer.
  • Right panel rework with settlements, a go-to-coordinates box, node lists with locate.
  • Fly camera with speed on the mouse wheel.
  • Mail button with a border that says unread, read or nothing.
  • Feedback button that opens the website.
  • Admin tools, client profiler, server profiler.
  • One persistent world, saved every 20 seconds, rolling saves, loads the newest, so no big rollbacks ever.
  • Graceful restarts that finish fights in flight and save.
  • Steam app id checked so only the real client connects.
Being worked on
  • Disband troops.
  • Academy research.
  • Research march speed.
  • Research construction speed.
  • Research training speed.
  • Research farming.
  • Research sawing.
  • Research quarrying.
  • Research mining.
  • Reinforce a friend's castle through their Embassy, up to its cap.
  • Every battle writes a letter with a replay, a top-down lane view with unit boxes, counts, reach lines and engagement lines, at any speed from one man a second to a hundred.
  • A standing page with friends and grudges, in the colour of your standing.
  • Who is online.
Future plans
  • Battles at sea, fought between fleets on the water rather than only on the shore.
  • Outlaw castle sieges, a held outlaw stronghold to besiege.
  • More missions against the world (PvE).
  • A rework of all production building screens.
  • More research lines.
  • Missions that send you against other players (PvE).
  • A three way alliance system for guilds.
  • Seasonal events across the map.
  • Server optimisation.
  • Client optimisation.
  • Steam Workshop for player made building models.
  • Steam achievements.