After running through a few games with Virtual Tabletop, we decided we ought to increase the number of available base colors. The base colors are used for units that are in the same formation (they can be turned on and off).
So, in the image above, you see the new array of colors, and the old. This will allows players a bit more variety when placing units.

We’re nearing completion of a new Table Editor for Virtual Tabletop. If you’re on the Alpha Test Team, you’ll have access to this one pretty soon, once a few things are finalized.
We decided to remove the editor function from the main game, to clean up the code in the game engine. This also allows us to add a bunch more table specific features that won’t interfere with game actions.
Once we’re done with this editor, we’ll be focusing once again on the game engine and will improve it immensely, and get us closer to beta!

We’ve nearly completed the card system for Virtual Tabletop, there’s some polishing left to do and eventually some additional features (reorganize your hand - ‘mark’ opponent card), but for the most part it is feature complete!
This is great news, because it means we can get to work on some other stuff that needs it. Virtual Tabletop is coming along strong and we’re quite proud of it so far.

We’re currently working on the Virtual Tabletop card system. This is a simple card system feature that will allow players to draw and hold cards during their game. Some games require the use of cards for initiative, or special actions, etc. We’ve devised a simple system to allow for players to create their own decks and use them in the game.
Its in the initial stages right now, but we’re getting closer to getting it functional. The aim is only to create a card system that allows the basics of using cards in a game. The card manager shown will be right under the rolled dice, and it will be able to be minimized to the side when not in use.
We’ve posted a new version of the RFG. In this version, there are two tabs on the force builder. One is a quick look at the randomly created force, the other tab is a detailed view of the force. The detailed force can be saved as an HTML document.
This paves the way for us to expand RFG in the future, including using images as well as notes. You can get the random force generator from the resources page.

We’re putting together a few simple terrain pieces for the alpha, here is a little sample of ’skrylep’ trees. We have high poly and low poly versions of them, so that people can choose the level of detail they want.
The skybox in this shot is from http://www.3delyvisions.com/
After playing with a few of the basic features of Virtual Tabletop, we decided to toss in a feature to assist in those games that need to line up your troops (pretty much all ancients and up to near modern games). So, now in VT when you move a model over another model, it will attempt to dress with it, on the back, front or sides.
Its a nice start to some more advanced features that we’ll have later on in beta. In this screenshot, the paper model in the rear is being moved up against the one in front (and some debugging info is shown there too).
We’re officially gathering players who want to test out some of the features of Virtual Tabletop. In this test build, a few features won’t be available (network play) for a while longer, but getting in on at this level will give you the chance to test the network play when its ready.
So, if you’re wanting to jump into Virtual Tabletop to make your own models and check it out, you can email micah@racingspidergames.com. We’ll be including the paper model maker too, so if you can get a 2d version of any model, you can put it on the board.
Once we have enough people and the package is ready to go, we’ll send out the download information. You don’t have to be able to make 3d models to be a tester, just give some feedback.
The Conquest engine gives you the ability to play campaigns that behave more like a regular PC game, with units that you can create (or use the basic conquest units).
We’re working on a module that allows you to not have to play battles on the tabletop, and works out the combat for you. Using the ‘conquest’ engine, you’ll be able to design you own units and scenarios. We’re hoping to be able to make a regular PBEM game out of the Campaigner system, and it will still be categorized as version 1, so if you already bought Campaigner, you’ll be able to use the conquest engine with your version (after updating the build of course).
We’ve made a change the the way the RFG works, using weights instead of single entries. This clears up the interface for more complex lists without the previously required repetition that “Duplicate Down” used. Previous lists will work just fine, but when you load them, they will be modified with the correct weight (1) for all items. You might want to revise your lists from:
1: Infantry
1: Infantry
1: Infantry
1: Armor
to
3: Infantry
1: Armor