That's why we should not do this kind of news.

Posting something actually implemented every few weeks would be informative and keep people interested, promising something and not delivering for the 10th time is not.

That's why I refrained from even mentioning KRPG much in public, I think it'd be a good change to simply release something out of the blue this time instead of just saying we will and never actually do it.
At any rate, as always with releases that should be out by a certain point in time, just cut out/disable everything that's not working flawlessly yet and release it with the rest.
What I am personally still waiting for is the rest of the descriptions to finish up the PDF manual, but that's not a reason to delay 1.1.
Oh and I am still planning to put out KRPG's first public beta this year.

Depends of course on how much time you have to do the necessary stuff (for the alpha, we mostly need code, the maps are ready to go except for linking them to the travel map, for beta it's mostly optimizing maps and adding more code, all kind of artwork we have is sufficient for a beta test).
The point is I guess to rather release stuff "too early" and fix things afterwards, this is how today's commercial games work so why does a free mod need higher quality standards?
