Soon™
I don't want to make any promises as I'm currently studying for a professional certification and, obviously, it's also Christmas and I want to spend time with the family. Then straight after that, my time's booked up at well. C'est la vie.
The campaign is fairly stable, but isn't yet much fun due to a lack of content. The main duty at the moment is adding enough political events to be able to enjoyably play through the first half of 'Stage 2' of the game (i.e. between the colonies and, say, Kobol), even if it won't be enough for extensive re-playability yet. There's only one type of battle in Stage 2 presently, an ambush that has the fleet retreating from two Basestars, which will be the case for the foreseeable future as I get feedback on the rest of the game mechanics.
With a decent 'starter pack' of political events in place I'll finally have something worth user testing. The combat balance and the campaign balance will be all shot to hell. I'll leave that to my closed play-testing team to iron out once I've got enough events to make it worth their while. Depending on their feedback about the rest of the gameplay aethestics, I'll either make an open alpha release or go back to the drawing board on some things.
After that, the combat gameplay will need to be fleshed out, and Stage 1 and Stage 2 post-Kobol gameplay will be on the radar.
The addition of abilities to Starsector has greatly simplified certain aspects of the game, and I've stripped out some of my old code and replaced it with much more architecturally elegant equivalents. This has actually really helped, and is part of the reason I'm approaching it more enthusiastically than I have in the past.
Also, today I added music. BSG music is bloody great and works really nicely with Starsector.