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Rest assured we are still at 0.9.
I do plan to move blood summons to the blood list and eventually remove or replace all vanilla summons in the mod.
Many nations have a limited recruiting list, but the map provides nearby magic sites with many additional recruitment options. These are not second sites for the nation and will remain that way. To be fair, many nations lack a unique character in the setting, and I'm loathe to spice them up just for the mod.
Theres too many additions id like to make to keep this mod on a reasonable release schedule given my busy personal life and professional obligations, so contributions from the community are always welcome. I have a handful of units and graphics for Amn that need my attention at the moment. Any nation or feature you feel could be improved - feel free to contribute.
Another thought (and it's just a thought, no idea how it would be to implement) would be to put a greater focus on 'low-level' commanders by raising the Commander Points of the higher tier priests and such and having cheap/1 CP 'Cleric/Mage/Fighter/etc that can be sort of massed.
Might not work mechanically though but it's the first thing I would think of in a DnD strategy game, just generic 'classed' individuals.
As I wrap up the Aboleths and further refine the underdark, I'll be able to turn back to the surface realms and begin beefing up their rosters, both with all the new units created for the underdark expansion, as well as quite a few new units and roster schemes I have had in mind for a while.
The low-level commander concept is a good one and definitely one I'll be playing with. Setting up the sprites and the code is easy, just time-consuming.