The first screen is the landing page, which sets the mood and allows players to Spy, Hire a Spy, or Perform Espionage.
Here is the Army tab, which combines Combat Stats, Settings, and a page similar to Move Units:
Espionage allows you to perform a wide variety of missions against another player, ranging from burning crops to stealing magical items. These missions do count against a player's attack total but allow you to gain assets without combat. I'm especially excited about the two missions added this year: Forgery, which allows land to be taken, and Raid, which allows you to steal magical items from a player's vault.
As the design of subterfuge completed, the population screen was refreshed to use the same graphics:
Server side changes from the past couple of weeks including breaking out troop abilities into individual parameters. Before, the server would send one comma delimited string representing the abilities. This was fine for text based clients, who would just pass that string along to the user, but puts undue burden on a GUI client trying to figure out which icons to display. Incidentally, I have not retro-fit the reference Windows Forms client I made earlier this year so it is now acting a bit squirrely.
Up next, we are going to work on the Class and Hero icons. These will not add new functionality but continue to enhance the overall experience. Once those are done we move to the cornerstone screen, Combat.
Follow the journey on Facebook or Twitter. Until next time, I hope to see you in the game.