Interesting blog.
...after adding a new feature, we always analyse if it should be something that is moddable. If it is deemed to be a moddable feature, we add corresponding interfaces and maintain our default implementation in order to create room for moddable behaviour.
Presumably:
1. Corresponding interfaces = XML data files containing default formula values that can be changed, &
2. Maintain our default implementation = isolate the default behaviour so it can be switched off and replaced with revised C# code.
I hope most features get this treatment to limit those that remain hardcoded.
Previously, a player who besieged a castle had to select what they wanted to build from a number of engines, one by one. Recently, however, we introduced a new tactics feature. Now, the player will select one of the siege tactics available and will get a preloaded waiting list for siege engines that are useful to the selected tactic.
Sounds like a much better approach to the UI.
We are currently working on something we call settlement issues. They represent conflicts in a settlement between NPCs, or general problems that may arise. These events will pop up randomly during the game and they will affect the properties of a settlement (prosperity, morale, etc.).
The player will have to find a solution to that problem in a specific timeframe using whatever means they can. Issues may lead to different quests or may encourage players to make changes to their current management style.
Great. I suspect the quests to defend friends of a notable in trial by combat fall into this
settlement issues category. I’m glad that there will be more of these issues/quests adding depth to town scenes.
BTW the Battanian towns shown so far have been terraced into the sides of hills. I hope we are going to get some classic ring forts covering a whole hill as that was the implication of the previous faction blog.