Main Menu
This is now more thematic with the rest of the game, including a log introducing the story. I also added more dialogs: loading, options, and credits.
I’m considering a highscore dialog, as well as a campaign/world choice dialog (though that may be for the new game dialog).

Load Dialog
This now allows multiple saves. Savegame names are generated from a timestamp, and include player level and turn.

Save System
Saving is instant; currently, there are no savegame overwrites. Each save button is only active if the current turn isn't saved. There’s a save button in main, and one in world.
I also added an autosave system, that can be disabled, or configured to save periodically, with options from every turn to every 100th turn.
There’s no keyboard entry support in the game at this time, so the names are hard-configured. Also, there’s no auto-culling of saves.
Music System
I added some of my improvised organ music in a loop, with the option to disable it. I want a custom loop per scenario, but we’ll see.
Options Dialog
The new options dialog supports the following:
- Autosave config
- Music on/off
- Debug log on/off
As the player makes changes, the dialog saves them to a clear-text JSON file. On game start, if the file is non-existent, the game creates it with default values.
I intend to add more choices as needed (and possibly color schemes, but we’ll see).

Attribute Leveling System
Attributes now use the standard leveling system, which means they can easily be configured with the following:
- Bonus stats per X level (between Y and Z levels, or indefinite)
- Bonus stats at X level
I might even wire in other things like ability level awards. I’m also considering migrating magic affinities to work the same way.
Note that the bonus stats can't be other attributes (to prevent looping). Also, stat bonuses from attribute levels can be temporarily reduced by debuffs.
Equipment Weight System
Equipment now has a weight stat, and system users now have burden and max burden stats. The player can't equip items with weight past max burden.
- The burden and max burden stats can be affected by buffs and debuffs.
- The max burden stat can also be affected by attributes like strength.
- Item weight can be affected by item levels.
I’d like to add encumbered and immobilized states.
I added the capacity data inline here, just for testing, but will probably change that to be more obvious:

Base Hiring System
The base can now hire new members. It has a max member stat, which can be affected by leveling. Hiring costs system resources (though it could cost mana too), and new members will show up the next turn.
The list of possible hires can be added to or improved by faction levels or research. Hiring doesn't remove the option from the list, though it adjusts hiring priority (any class of NPC not hired gains priority for the next hire).
The player can spend prestige to change hiring priority in the shop, and the player can also adjust high-level resource priority (for instance, will hiring be considered before construction).
Note that currently members can't be lost; if killed, they will respawn (losing mana and gear like the player).

Auto-choice Leveling System
NPCs can now exploit choices from leveling. The decisions are currently basic: free stats are allocated to the first lowest attribute, and all other choices will be the first in the list.
While I’m hoping to develop that to be more interesting, the primary benefit for now is that NPCs and the player can use the same paths.
