Graphics will be added as we have need of them. As I mentioned those you mentioned will probably be returning. But as mentioned in the first post of the modding thread I wont add things to FfH that we wont use. That just increases the size of the mod, takes my time, and increases complexity. Im cool with getting good ideas, but I cant commit to adding things we wont use for others.
We probably won't mess with colonization rules. Thats something we inherited with BtS that isn't really very core to FfH. Im glad its in but its not high on my list of things to tweak.
We still have a few items on the "Shadow" design doc that I would like to get checked in. Morale and Wilderness are both promising but I dont know the implementation yet. Its one of those things that I may get inspired and drop it in on a slow Saturday or it may never get incldued if I can't figure out a good way to do it (at a code level).
Honestly we make a big design doc and then I go through adding features as they inspire me or they seem to have the most promise. At the end we always have a few features left over that don't get in. Maybe because we couldnt figure out how, or maybe because they just deem seem fun enough to justify the work. Sometimes features come in well after they are speced because something else happens (nearly all the new game options added after the BtS conversion were speced for "fire" but impossible to implement because you could only have 2 game options in vanilla). We will see.
Either way the scnearios need to be done and the team is eager to do design work (which we dont have much of for "Shadow" anymore). So they go off to the next phase while I work on bugs and stuff for this one. The only real difference here is that I wanted the team to be able to play one of the scenarios to get an idea of what I meant and I needed to make sure we could accomplish both of the 2 technical hurdles so I didnt make the team do a bunch of design work only to tell them it wasnt possible.
The side benifit to you guys is that you will probably be able to see some information on each of the "Ice" scenarios in the next patch (the scenarios themselves wont be included). There are 18 of them, and I hope that there are some for everyone.
We probably won't mess with colonization rules. Thats something we inherited with BtS that isn't really very core to FfH. Im glad its in but its not high on my list of things to tweak.
We still have a few items on the "Shadow" design doc that I would like to get checked in. Morale and Wilderness are both promising but I dont know the implementation yet. Its one of those things that I may get inspired and drop it in on a slow Saturday or it may never get incldued if I can't figure out a good way to do it (at a code level).
Honestly we make a big design doc and then I go through adding features as they inspire me or they seem to have the most promise. At the end we always have a few features left over that don't get in. Maybe because we couldnt figure out how, or maybe because they just deem seem fun enough to justify the work. Sometimes features come in well after they are speced because something else happens (nearly all the new game options added after the BtS conversion were speced for "fire" but impossible to implement because you could only have 2 game options in vanilla). We will see.
Either way the scnearios need to be done and the team is eager to do design work (which we dont have much of for "Shadow" anymore). So they go off to the next phase while I work on bugs and stuff for this one. The only real difference here is that I wanted the team to be able to play one of the scenarios to get an idea of what I meant and I needed to make sure we could accomplish both of the 2 technical hurdles so I didnt make the team do a bunch of design work only to tell them it wasnt possible.
The side benifit to you guys is that you will probably be able to see some information on each of the "Ice" scenarios in the next patch (the scenarios themselves wont be included). There are 18 of them, and I hope that there are some for everyone.