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VERSION:2.0
PRODID:-//Edgewall Software//NONSGML Trac 0.10.3//EN
METHOD:PUBLISH
X-WR-CALNAME:Angband - Roadmap
BEGIN:VEVENT
UID:</trac/milestone/3.1.1 beta@angband.rogueforge.net/trac>
DTSTAMP:20090301T000000Z
DTSTART;VALUE=DATE:20090301
SUMMARY:Milestone 3.1.1 beta
URL:http://angband.rogueforge.net/trac/milestone/3.1.1 beta
DESCRIPTION:This is the next release line.  The primary goals for this rele
 ase\, apart from fixing bugs in 3.1 beta\, are:\n - Extended colour suppor
 t (#23)\n - New savefile format (#30)\n - Release with a DS port\n - Impor
 t revised randart code (#48)\n - Fix Vista problems once and for all (#232
 )\nOther things that would be nice to have:\n - Linearise the stat system 
 internally (#599)\n - Import portions of Eddie's patch\n - A rework of pse
 udo-ID and ID (#752)\n - Fix probing (#352)\n - Switching at least in part
  to a flag-based terrain system (#581)\n
END:VEVENT
BEGIN:VEVENT
UID:</trac/milestone/3.1.2 beta@angband.rogueforge.net/trac>
DTSTAMP:20090501T000000Z
DTSTART;VALUE=DATE:20090501
SUMMARY:Milestone 3.1.2 beta
URL:http://angband.rogueforge.net/trac/milestone/3.1.2 beta
DESCRIPTION:Some ideas for this release:\n - The game should be settling do
 wn again a bit by now\, so it's time to start looking at making sure we ha
 ve a user manual\, tutorial\, and generally work on user-end stuff.  This 
 might involve some more platform-native work on the GTK and OS X ports\, f
 or example.\n - It would be nice to take a fresh look at stores (UI and lo
 gic) to see how they can be improved.  This may involve removing charisma\
 , or at least removing its effect on store prices.\n - Moving spells acros
 s to the effects.c framework would be good.\n
END:VEVENT
BEGIN:VEVENT
UID:</trac/milestone/3.2.0@angband.rogueforge.net/trac>
DTSTAMP:20100101T000000Z
DTSTART;VALUE=DATE:20100101
SUMMARY:Milestone 3.2.0
URL:http://angband.rogueforge.net/trac/milestone/3.2.0
DESCRIPTION:Next major release.  Major goals:\n - Removing Charisma\, perha
 ps replacing with Stealth\n - Fixing object pricing\n - Getting the game e
 ntirely mouse-playable\n - Look at combat changes\, which includes how spe
 llcasters compare to non-casters and how to make casters rely more upon ma
 gic for offence\nMinor goals:\n - Further untangling the code and making i
 t more modular\n - Adding new curses\n - Multiple pval support\n - Monster
  drops matching their type more\n - Redesigning the character screen
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