
This is one of my favorite screens. This data will need to become more readily accessible.

The character screen has come a long way.

The encumbrance system is interesting but still needs more balancing.

If you mouse over any stat, the tool tip (like you see here) is designed to let you understand precisely where it came from.

Here’s an area that needs more work. The HUD icons here don’t make the distinction between a quest location, an active quest, or a quest destination. They all use the same icon which is confusing and will definitely come up in beta feedback if we don’t fix it prior.

Here’s another area that we still have to address. We show the destination cursor but we don’t show the path or how long it’ll take to get there. This is in the pipeline but won’t make it in for beta 1 unless we get ahead of schedule.

Not so much a matter of UI as interaction with other players. This part is just in its infancy.

The new Hiergamenon has been designed to be fun to read through all the cool stuff in the world.

It also provides spoilers for the insane number of magical spells.

Because magic is really a game by game thing, you won’t see most of these spells in any particular game.

This is the UI we’re put in thus far for helping those who are really into the resource management side get to see where the money is coming and going. I wish GalCiv had had this.
Most of this UI being dhown here, btw, was designed by a combination of Derek, Jon, and Toby, who, like the rest of the team, are working hard today (on a Sunday) to help make sure the first beta is in decent shape.