0.C experimental is an extended open beta for 0.D. There isn’t going to be a sudden change and a bunch of new features added that break save games. Instead, at some point, Kevin is going to say “this is version 0.D”.
As far as camps go, this a rough outline of what I plan to do next:
- Stop determining what upgrades and features are available by checking the overmap tile IDs for the faction camp’s terrain, and instead store the upgrade levels inside the existing but underused base_camp structure.
- Remove the camp manager position, and replace him with dialogue options and a bulletin board.
- Add a way to define local map changes in JSON, and replace a lot of hardcoded map changes with flexible JSON definitions. This will hopefully also mean that you can have vehicles on a faction camp map when it upgrades.
- Move companion mission requirements and effects into JSON.
- Add the sawmill expansion using the new JSON infrastructure.
- Generalize the mission requirements and upgrades, so you can start anywhere, including an existing building or underground base, and upgrade across multiple paths, depending on your goals.
Each of those is probably going to take a month or more, and I’m not going to start any of them before 0.D is released. It’s not going to be until after step #4 that it’s really going to be feasible to think about how underground bases will work. Though on the plus side, after step #4, it’s going to be a lot easy to implement an underground base.