Now that Beta 1 has been released, lets discuss what we want to accomplish for Beta 2. I'll keep a list here, and start with items that did not make it to Beta 1 and some of my ideas as well. Wonder Buildings: (List to be created) Druid's Grove (Put a tree in the middle of Stonehenge, and others around it) School of Elementalism School of Alchemy School of Conjuration School of Elementalism School of Evocation School of Necromancy Hall of Necromancy Temple of Earth Temple of Water Black Tower Assassins Guild Warriors Guild Adventurers Guild Mercenaries Guild Metaphysics Lab Winemouth Dam (Make it look more medieval) Temple of Kord Knights of Pentysis Ironworks (http://meshboxbb.com/viewtopic.php?t=368) Master Guildhall Mithril Smithy Hall of Immortals Hall of Moradin's Forge Buildings: Idle Well (Implementation only. Graphics completed) Elven healer (In progress by winddelay) CitySets: Drow (Completed) Units: New unit buttons for all new units Spoiler More Units : Drow: Drider Arachne (Drow Priestess of Lolth) (In progress by ayreos) Draegloth(Implemented; Needs graphics) Dwarf: Sonnlinor (Dwarven Cleric of Moradin) Elf: Feywarden (Elven Cleric of Corellon) (Completed by ayreos) Goblin: Wolf Archer Goblin Heavy Wolf Rider (Cataphract) Goblin Heavy Spider Rider (Cataphract) Lizardfolk: Longbowman Lizard Rider Archer Heavy Lizard Rider (Cataphract) Giant Tortoise (Ships) Human: Discordian (Cleric of Hextor) Blackguard (Paladin of Hextor) Orc: Lets create a whole new line-up of orc units modeled after D&D orcs. Lets use the artwork of Todd Lockwood as a reference to what an orc should look like. Archer (Completed) Crossbowman (Completed) Hvy Infantry (Completed) Raider (Will replace infantry for orcs) (Completed) Militia (Completed) Scout (Completed) Spearman (Completed) Warrior (Completed) Worker (Completed) Pikeman (In progress) Knight (In progress) Eye of Gruumsh Settler Warg Rider Longbowman Ungdu: Revise unit lineup to be more consistant (75% completed by Darque) Other: Airship (In progres) Asian Dragon Beholder Displacer Beast Wraith (Completed by winddelay) Resources, Improvements, Terrain etc: Mushrooms (Completed) Cave Exotic Animals (Nest of eggs) Power Node Replace Goodyhuts with ruins (Completed) Implement darker water texture Scripts and SDK: Slavery Script (90% Completed) Update Mercenary Module (Require presence of Mercenary Guild to enable the hiring of mercenaries) Immigration Mod Update Spell System to make it easier to add new spells Add new spells Check out the Super Spy mod and add to Beta 2 if useful Issues to resolve ARTSTYLE_DWARF - cottages do not show up. Able to build Intelligence Agency with Espionage, even though it is the supposed unique building for the Great Spy. (Completed) Silver March have no greeting, just a blank space. (Completed) Event/Quest for spreading corporation to x number of cities, change the wording to guilds and make it less 'modern' Move Calendar tech (Completed) Buildings that give culture do not have their culture value displayed in the build list Cuirassier and cavalry requirements prevent cuirassier from being built (Completed; needs testing) 2 castles listed in build list Review Ship of the Line and Frigate tech requirements Should crossbowmen be available earlier?