Whether or not this is something I’ll actually go ahead with remains to be seen – it’s still early in the project after all, and who can tell what requirements I’ll have in the future.
Here’s a screenshot of the first incarnation of the world map.

One of the things that will make Tactinomicon different from other Tactical RPGs is that there are no defined character classes in the game. There are no tough-but-stupid Warrior types charging into the front lines while the squishy Wizards sit at the back casting their fireballs and lighting bolts. Instead, all of the abilities of a character are defined entirely by their equipment, allowing the player to customise their characters as they see fit. Of course, you’ll easily be able to re-create the archetypical classes found in traditional RPGs – you could easily create a wizard-style character by equipping them with a robe that gives a boost to magical damage and allows the use of ranged fire magic, and because their robe would offer very little protection, they’d be just as vulnerable at close range as you’d expect.
The beauty of this system is that, as long as I design all of the equipment carefully, it will become entirely self balancing. You might think that giving a wizard a load of heavy armour to make him harder to kill up close would be a good idea, but that heavy armour would be lacking in the bonuses that give your character more magical power, meaning he won’t be a very good wizard at all. Ultimately, the hope is that the player will have a lot more freedom in the way they choose to build their party of characters that in most RPGs, while at the same time basing the players success or failure on those same choices.
This all leads straight back to the possible modability of the game – with all character abilities set entirely by the equipment, budding modders could create entirely new styles of gameplay for their own personal world. As I said, I’ve not yet decided whether or not this will be an actual feature of the game, but it definitely has a lot of potential. We’ll just have to see how it goes.