We're in feature lock down at this point. Only crash bugs are being addressed. Everything else would have to be evaluated in some future update.
Thank you for replying to my post earlier.
In my opinion, things have to proceed at some point. The game can be fiddled with forever and there would still be people with issues, and there are some features (such as those you've mentioned in that post) that are simply unfeasible for this release.
My concern; the principle concern I think, for 1.1, is polish. I think a friend of mine, whom I convinced to buy the game last week during the whole patch-fervor, summed it up well when we were talking about it when he said, "I am shocked that I am having such a huge amount of fun in a game of this quality."
What got me, and what's really poignant, is the of this quality caveat.
I think we've got the basic gameplay down, and as I said, some balancing could be used, but the overall feature set is 100% fine and reasonable for a 1.1 patch. What we need is polish. It's the polish--not just the game working without crashing every hour, or whatnot--but the little things, like unit cards that reset after you update them, incorrect tooltips, incorrect tech descriptions, weird stuttering, loading menu hints, the fact that food and population are formatted differently despite the fact that they function in the same way on the resource bar, children that regenerate mana that they do not have, and many other minor details--that are what make the game feel of less than AAA quality. And there is an AAA quality game lurking under all of it.
It's these little things that give the impression of quality, of a buttoned down title. It's things that, as constant players (and even moreso for you developers), can be easily glossed over simply because we know the game. We have accepted and played around these details. But it's the cumulative impression these little details give that form the first impression of whether a game has really improved or not, regardless of the fact that--when you get to the meat of the game--it has improved dramatically. In fact, I daresay that we actually HAVE a game now, where before it was a collection of ideas that didn't quite mesh into a cohesive experience.
Work on these details.
If I were in your position--and I'm not--but if the reins were in my hands, I'd schedule a release for what seems to be our traditional patch release day of next Thursday the 16th. And mirror the effort that we went through this week in getting the gameplay down into getting the presentation down. Because that's where the impressions are made. Because while the gameplay--the core experience--is what retains players, the impression that the game itself is shoddy is probably the hardest thing Elemental's going to have to shake off from its initial reputation release-day, and it's here where the ground needs to be made up.