First of all, I know we should post updates more often as many of you are interested in how the development goes with the new FoG, and I am offering you my apologies for not doing it so often as I should. The fault is entirely mine, and I ask you guys to bear with me as the only reason for this is not the lack of care or will, but the fact that I am not only working as project manager, but also as a lead programmer and designer, so I do not have too much time these months for browsing the forums (as you can very well imagine).
Yesterday we've reached the eight milestone, and we've provided the v1.8.04.359 development build. There are mostly good news to share, but there are some bad news too: the build is looking good, and we've reached (and actually got into) gameplay systems implementation. The Editor, the DAG and the PBEM systems are almost completed, and functional at almost 100% capacity.Which also means a closed beta stage is close enough

At this point, we've also added (some) code support for the following new gameplay features (they are functional at this point):
- double sized BGs (DS BG)
- multiple BGs in the same hex
- partial postponed BG moves (BG's doing a part of their movement, then re-selected after dealing with other BGs movements (fully or partial) and moved again, fully or partial, for the remaining of their movements)
- multiple sides/multiple players
They will not be fully developed/activated in FoG(U) new version, but they might be at some point in the future

The bad news would be that we're somewhat behind the development schedule. Nothing critical, but the fact is still there: we're not quite were we've predicted and should have been (with the development) at this point. The four main reasons for this are the game's complexity and the sheer amount of hard work needing to be done (there are LOTS of game systems, and only listing them would bring up a demoralizing list), combined with a somehow over-enthusiastic development period estimate and some internal problems.
These being said, I also want to bring up into discussion with you some FoG(RB) (old) version design flaws we've encountered until now. As at this point we're mostly replicating the behavior of the existent FoG (and only doing minor modifications to the existent gameplay functionality), they were implemented as is in the new FoG(U) (new) version. Yet, we can still have a little debate about them.
The following are today's culprits:
- // DESIGN FLAW 001 - enemy BG ZOC does not cosiders BG's facing (ie is spread on all 6 neighbors)
- // DESIGN FLAW 002 - leader BG area of command does not considers the enemy BGs or enemy BG's ZOC (is acting even behind enemy's battle line)
- // DESIGN FLAW 003 - a BG can turn multiple times on its movement path (even if theoretically a BG can not turn more than once)
- // DESIGN FLAW 004 - a BG's movement area/front arc is not recomputed even when changing facing, no matter if the change facing is manual or automatic