Yeah, this'll come in more than one release. Each of the highlighted yellow bits is a block of work, and after each yellow bit, there could be a release, though some are shorter than others and will be done with others before a release. I can't release every day (the release process itself takes about 1 1/2 - 2 hours to get through my check list), but I don't want to get caught in multi-month cycles again either, if I can help it. So I've got it organized like this. The only order that is being vaguely specified is by the colors and the alphanumeric bit in front of each item, but I could do an adv skills yellow bit then jump to an army or caravan one.
Dr. Tardigrade, I'm not quite sure when adv mode travel will be realisticified (yeah)... as soon as you can take care of yourself I guess it would be on the table, but I haven't sat down and worked through the details yet.
Dr. Tardigrade, I meant wound tracking mainly for regular play (though the units that are realized with world gen wounds will need them to so that they'll embarrassing themselves), so you'll have a specific breakdown of your wounds at some point -- in Dragslay, this was done at the same time as appearance variables, so that it would talk about your beard and the scar across your right eye and the fresh bruise on your stomach and so on. It'll depend on the order of implementation, but it's definitely an in-play and not a world-gen item, mainly.
Dr. Tardigrade, the adventurer's group is the adventurer's group, but world gen should get similar things when I get the bandits attacking caravans, and that'll probably be stored in the same way. Which comes first is up in the air and probably doesn't matter that much code-wise.
Dr. Tardigrade, on the languages, well, it depends here -- getting it to write books as in a better version of the legends screen, in translatable dwarvish with a written dwarvish script is very hard (and time-consuming!), yeah, but starting simple at first with NP trees and then sentence trees is really something a computer is good at, and the names already might as well be stored that way. For the grammars, starting small, realizing the current "of" and "the" relationships, and altering the word order and realizing the currently untranslated prepositions etc. will be the start, and I don't think that'll make the names any more atrocious than they already are (and they should get more flavor that way). Signs, weapon engravings and other small phrase instances could follow. An entertaining idea after that would be to try to generate short poems or songs in the languages -- there's a lot more leeway for sounding bad here than there is in prose, though I understand there's some irritation with completely random crap -- it's possible to avoid that somewhat, but it's a larger project. An ultimate goal would be attacking the book question, but the main issue is independent of in-game languages and that's getting the current legends sentences into abstract format and then back to the english -- not all of english has to be coded though, so it's much, much easier than some of the existing projects on the web, etc. Dwarvish etc. are easier to do that english, because I have control of the rules and can make them suit my peace of mind. Translations to other real-world languages might also be facilitated in this manner (with a lot of work on tree realizations in some sort of raw, but again much less work than the general web language projects). Still, yeah, it's a tough project in many ways, and I certainly don't mean to be flippant about it, since I know some people build careers on this sort of thing, but the first steps should be both easy and yield immediately results, allowing simple new names like "The Battle of <site name>" through an extra branch on a phrase tree, as well as allowing changes in word order, phonotactic rules and so on to make the names slip out of the one existing format depending on the language. It'll also introduce the possibility of dialects and language change over time, which virtually no one will care about... hrm, anyway, this is more of a hobby thing, to entertain myself, he he he.
Dr. Tardigrade, yeah, that's correct on the region associations. Ultimately, I'd like the pantheons etc. of the local civilizations to have some correlation to what's around them, and perhaps a random megabeast which has influence on a nearby region could also be said to have been spawned from a few of the gods in the local pantheon, etc etc etc. Lots of fun times here -- the key is making sure the random stuff doesn't totally blow, and again it's something that can be eased into without causing too much of a trainwreck. Though the trainwreck parts that slip in should be as entertaining as they are fixable, when it happens. For those that don't think so, I've added the word "optional", he he he, since I know some people hate seeing a name put together by the computer, as hard as it tries. I think part of the thing there will be giving them proper introductions and not just throwing them at you, and that's something that we're still thinking about. Being able to familiarize yourself a bit with the lore its generated surrounding the critters will make it easier to stomach them -- you can even learn to deal with a gibberish name that way, though I want to try to avoid relying just on a gibberish generator and sort of merge in sphere and form related names... we'll just have to see what works out and what doesn't.