My computer is fighting me, weird crashes and shit going wrong but we're on track.
In the next day or so i'll upload the very first playable (FP) version of the Open-world Overhaul. The focus has been to get the code base stable and ensure the Zones and concurrency works as far as currently implemented. It's mostly there, although doesn't yet do 'Out of Zone' combat or update Corvette holding pattern positions - that won't take long.
In the FP you'll get control of a group of ships and a Carrier (yes i'll throw the Seraphim in there too ) and there will be a couple of missions that can be completed. But the real aim initially is to test the revised controls, make sure there's no serious crashes. (All of the common issues reported in the old Alpha aren't a problem in this one.)
As far as whats included - all the ships, weapons and modules we worked our way up to earlier in the year have been ported across, as has the Options menu. The 'Ship Theming' from the current alpha isn't in yet, there are some memory issues associated with that we've noticed - so it's likely that you'll have a single theme for your team instead. Otherwise we're only missing out on the 'Tactical Simulator' and missiles from the current alpha, though comparisons not-withstanding, they are very different styles of game.
Because of that difference in style, we'll skip over the 'Tactical Simulator' (or skirmish mode) for now to work on progression. We'll get the save/load system in there, implement a skeletal progression system (some ranks and basic bonuses for the ships while we wait for Officers,) add XP and monetary rewards to missions, allow the purchasing of units and items from friendly stations, some scripted dialogue and of course mining.
So the aim is first to turn it into a game that can actually be played while we test it, and at some point along the way we'll swap it out with the live alpha, update all the screenshots and the train will be back on the tracks.