What are we working on

Greetings. Today is the day to talk about the further development of Diplomacy is Not an Option.
In the recent announcement we've mentioned the 'Single wave' mode. In this mode, you will have to survive a single, but extremely powerful strike. As we continue to work on this mode, we decided to add the Unique Missions section to the game. Over time, it will include not only maps for the Single Wave mode, but much more. We want to diversify mission objectives and victory conditions to compensate for the short duration of the campaign, as we understand that for some players it is important to win. (And one can't win in Endless mode). As for Campaign itself, let us remind you that it will be fully available once the game leaves Early Access. We will not be adding story missions piecemeal. We won't be adding story missions piecemeal to keep the narration intact.
In the post that came before the last announcement we promised you a photo mode. Many of you have asked for this feature, so it'll definitely be added to Diplomacy is Not an Option soon. The photo mode completely removes all the UI elements, so that nothing will distract you from picturesque views on screenshots.
We continue to work on the visibility of what is happening on the screen to make life easier for newcomers and anyone who has not yet figured out the game basics. The Tutorial will soon include more steps; also we will create a special panel with detailed economic statistics.
Increasing performance is always one of our main goals. We expect the upcoming improvement of the crowd's motion processing to make the frame rate slightly higher.
We've received a significant number of complaints about difficulties and broken balance in the late game. For example, when all the iron and stone is mined, resource management becomes a frustrating task. This problem will be solved; you are not going to do any more inappropriate micromanagement with Market anymore. Both, Market and University are now being revised. Sooner or later we will provide you with some new branches of improvements. Many have noted the ability to hire a large number of Trebuchetes as a balance failure. Yet we came up with a solution: it will soon require more than 1 of your citizens to produce any siege machine, greatly limiting the number of troops in the late game.
The "Shift" key will finally be implemented in queued commands control, as it is in many of our favorite strategy games. Based on your feedback, we are also fixing input issues (both, keyboard, and mouse).
For a dessert, a purely visual improvement: the appearance of mountains. Right now our team is remodeling them, so that the terrain on the map becomes more diverse and interesting.
That's not all we are currently working on, and it's unlikely that all the described features will be there in the nearest update. However, since we're getting requests about the roadmap, we felt it right to share with you what we're up to. Thank you very much for your attention.