This roadmap intentionally does not have version numbers, as, things will probably update a lot more out of order than the original roadmap.
+Early (ETA: Within one to four months)
=== Structures stage II
- Beyond shield generators other structures in the game will get their three variants, a dead state, and their relevant stats (But won't yet be in use)
- Model Spawn structure
- Model Turrets
- Model Tanks
- Model Transmitter interface
- Model Refinery
- Model AI Interface
=== Pipes & energy stage I
- Pipe placement system
- Energy transfer
- Temporary test structures which produce, consume, or can store energy
- Temporary, less performant energy graph with slower node processing
=== Live updating
- Code to periodically check the game for updates & load them in
- Changelogs stored within the game & automatically posted to Discord when every server has updated
- Indication of a server update in game, and the ability to view changelogs (in an unobtrusive way)
- Migration of terrain from one server version to the next
- Reloading of any structures in the game without wiping data
=== Attribute implementation
- Roblox recently released Attributes into a studio beta which means they will be releasing sometime soon, likely within a month or two. Many of Hexolus' features have been held back for this update specifically for over a year now
- All entities will use attributes instead of the current system botched together in place of them
- Structure attribute viewer (E.g. the ability to view shield health, size, etc)
+Mid (ETA: Within four to eight months)
=== Pipes & energy state II
- Convert old structures to use the energy system
- Update energy graph to something much faster
=== Blueprints
- Rather than structures simply being built, blueprints are created instead which require resources dependent on the structure to actually build the structure.
=== Resources
- Resources generate in the world
- Iron
- Hexamine
- Stable Hexamine
- Unstable Hexamine
- Celite
- Hexamine & iron alloy, similar to steel
- Strange Celite
- Variant of Celite which is significantly stronger and has additional unique properties (from Stable Hexamine)
- Active Celite
- Variant of Celite used as a hot, burning explosive (from Unstable Hexamine)
+Late (ETA: Within a year to a year and a half)
=== Persistent Servers
- Ability for servers to persistently save structures & their epic data periodically and upon shutdown and load them upon restart
- Ability for epic producers, consumers, resource gathering, etc to be automatically calculated when the server comes back online (Even for AIs, which would use statistical data for estimation)
=== AI systems (Likely will be a multi-stage update)
- Internal game APIs for AI code to actually function epicly
- AI Chips & default AI behaviours that are epic
- The ability to share custom AIs with other players privately or publicly and epicly (Basically will refer to this as locked and unlocked custom AI chips)
- The ability for a player to create epic "backdoored" code is actually intentional too
- The default epic AIs would be locked chips until I actually did the rest of the epic AI chip work
- Exporting and importing of custom AIs epicly via studio plugin
- Code sandboxing for custom AIs epicly
=== Structures (Stage III)
- Implement each of the previously modeled structures into the game epicly
=== Make the game epic epicly
- Now, this is epic