I wanted to post a quick explanation of how I'll be using version numbers for this project. For games that can last a long time (like colony sims!), I know that maintaining save game compatibility is very important.
I'll start off by saying that this is the alpha version of this game. Breaking changes can and will happen, and I will not feel the least bit of guilt about it. (No more than when I design a twisted storylet / hero decision that kills off your Guild, like some coked-out G R R Martin.) But, if I do break things, I want you to know about it ahead of time.
The version number displayed on the title screen will follow this format:
[MAJOR VERSION NUMBER] . [SAVE GAME VERSION NUMBER] [mod?] . [BUILD NUMBER]
So, for instance, the first version I launched just now is version 0.2.1.
If I post an update tomorrow that fixes a bug and doesn't affect the save file at all, that version would be v0.2.2.
If I post an update tomorrow that changes the "starting conditions" of the map, but is compatible with save files from today, then I'll increment the option "mod number" after the save game version number. So, say I add in a new monster and lair type. Those get added to the map at the start of the game. I would call it v0.2b.2. You could still play with a save file from v0.2.1 (since the save file version number hasn't changed), but you wouldn't get the new "start of game" content. C'est la vie.
If I post an update tomorrow that adds on new stats to the Heroes, or something else incompatible with the previous saves, then the new version would be v0.3.2.
So, if the new version has the same save game version number as your save file, then you are good to go!