
Based on some initial settings of your world and a hex's longitude and latitude, it give you seasonal temperature and rainfall info as well as a few other details. $47,500: Add climate info for each hex.$46,000: 15 Extra mostly East Asian "Isometric" icons added to the Isometric icons set.$45,000: 10 Extra mostly Roman "Alternate Classic" icons added to the Expanded Alternate Classic icons set.$44,000: Add ruins, mines, forts and castles to the map auto-populator.$42,500: 15 Extra mostly Roman "Isometric" icons added to the Isometric icons set.(The value of the core program gets better and better as well, but almost everyone is backing for that.) I've added several more stretch goals through $50,000: If you're not pledged to get the icon packs, you can see how the value keeps getting better & better. I really like this approach of giving everyone a little extra as the project grows. UNLOCKED! $41,500: Add population sizes for each hex to the map auto-populator.UNLOCKED! $40,000: 10 Extra mostly Viking "Alternate Classic" icons added to the Expanded Alternate Classic icons set.Get one or two more versions of most of the terrain. UNLOCKED! $39,000: Add 40+ more isometric terrain icons to the core program.UNLOCKED! $37,500: 15 Extra mostly Viking "Isometric" icons added to the Isometric icons set.A built-in print-to-PDF option gives more control and lets you see the result before it is printed. The print integration can be a little finicky. UNLOCKED! $35,000: 10 Extra mostly Greek "Alternate Classic" icons added to the Expanded Alternate Classic icons set.UNLOCKED! $34,000: Auto-populate a map with nations/empires, cities, towns, and villages.Since our last update, we've flown past several stretch goals: Pledging ends tonight (Sept 14th at 11:30 pm US east coast time.)

* We've added some more extra isometric terrain for more variety. You can see/edit the values by using the "Select Hex" button on the Terrain tab and clicking a hex. * Elevation and resource information is generated when the map is created. * Child maps now create some alternate (but related) terrain in the child map so the parent hex areas aren't as easy to identify/the result looks more natural. This will be expanded to let you switch to a square grid and optionally have a overlaid larger scale grid and change the color. * The Hex grid can be turned on/off using a checkbox on the left sidebar.

This will also be expanded to let you specify where to place each one and improve the look of the rivers. * The tools menu also has a "Generate Rivers" button which prompts you for a number of rivers to add to the map and then it does so. (We will be expanding this to also cut away a sliver of land.) You may also generate the coastlines for one water hex by going to the Terrain tab and clicking the "Generate Coastlines" toggle button, then clicking a ocean map hex. * Go to the Tools Menu to "Generate Coastlines." This attempts to create coastlines for the entire map. We don't yet have the functionality to make an attempt to detect colors to try to make a first cut of the map (Hexographer 1 does), but it will.

* Use the left sidebar area to trace a map (underlay). And now for the list of changes in the demo:
