A lot of the reason for such a long delay is a lot of internal iteration more than anything else. I have thrown out more than a dozen diplomacy models, and even on the events model that I settled on I've thrown out 8+ partial data models. It's been extremely slow and painstaking, because of trying to make sure the model fits all the sorts of cases that I'm going to want to support pre-1.0. And that it's done in the most efficient way as possible for data entry and coding, because the plan is to have a ton of data just crashing through there over the next month.
Meanwhile, as that's been happening, Keith has been coding various things that are related, and then a LOT of other stuff that was completely unrelated. Huge swathes of stuff from mantis got fixed up while I was crumpling up diplomacy models, which was really nice to have done. A bunch of GUI redesign stuff has happened, and so forth. Some of that was stuff I designed a while back, but we hadn't had time to code yet or to do the art for yet.
Meanwhile, Blue and Cath and so forth have been hard at work on a ton of different art things, and so on and so forth.
It's been kind of a strange period. But this was one of those periods where I basically didn't need a bunch of people talking to me so much, because I already had so much feedback and it was all pretty clear. I needed time to really sift through all the things that had been expressed to me already, all the things that I was feeling myself, and so on.
I'm supposed to be finishing the last of the event code design model today, and I think I probably will be able to. Data for it is coming from myself, Erik, and a fellow named John who is working with us on this part, and it's going to be happening over the course of the next month or so. But that will require almost no code in order to get that data in place, particularly after the first few weeks. That's more or less what the most recent batch of agonizing has been over: the most efficient way for John and Erik and I to get in a ton of content without having that trigger a need for code, but also without over-engineering things to start with.
I'm pretty pleased at this stage, although I can't yet see it in practice in the game itself. But by the end of this coming week, should be!