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Development Update

So I've been hard at work on wrapping up captains and moving into commanders, so let's dive into the progress on both of these.

Wrapping up captains

Captains move your resources about or perform combat patrols and are basically boat captains you can assign to any route between two harbours.
Above is a preview of the interface for assigning captains to a route/harbor, in this case the captain can only transport steel and people, each captain is unique and will have a unique ship as well.

So many moody shots of ships coming into anchor, I adore all this nautical stuff and it will play a large part in the game and making the world come alive.. Ahoy!


Commanders

Commanders are specialists you can assign to any major tower you build, who proceed to transform that tower into their HQ visually and practically.,. you'll have quite a variation of commanders, some will spawn dockyards for capital airships, some will spawn roosts for warbirds or dragons and others will turn the tower into a gun battery .



I took the Mancer (the 'tech-priest' style faction)as the starting faction for this stretch of development, but the universe has at least 2 other factions whose commanders you can hire. More on those in the future,

Here's a little video of that in action (sorry for it being so short/nervous)
[previewyoutube][/previewyoutube]

Combat Teaser


I'll leave this update with a tiny teaser of the Mancer guntower in action
[previewyoutube][/previewyoutube]

In Closing


You can also follow me on twitter https://twitter.com/FalconeerDev and I do a lot more development sharing there.

[h2]Question for my Followers[/h2]
Which leads me to the following question: Are you enjoying these development updates? How many of you actually dig into them? Basically , give me a shoutout if you are reading this and let me know whatever you feel about these updates, want more , want less, want more video or more screens, let me know!!

Cheerio
Tomas