Yes, the shadows were weirdly amazing. But to be fair, that's one thing that be said about Darkfall as a whole.We are considering forcing shadows down the line, but only if we manage to make them less taxing. With computers being better nowadays, this shouldn't be an issue, but we still need to make sure to minimize the impact.However, we cannot do anything about the brightness increase. It can be done through the physical screen or at the driver level.One "work around" is that we'll have flashbangs and confusion. They can cause actual physical pain in other games when used at normal brightness, so the increased brightness to see at night in Darkfall would multiply the effect.We can make the tail of these effects last longer, so that increased brightness will cause blindness longer too.On spells and tools, you'll enjoy this weeks update then.We will indeed have "extinguishing" effects of sorts, and more interactions between spells. We also want to give more viability to "useless" spells, just like we're trying to do with weapon types.As a quick sneak peak, Beacon was useless mostly because of a lack of range to use as a focus fire marker. Just increasing it's reach would help out a lot. It will also give possible counter play: "Aristos has beacon, prepare focus heals!"and counter-counter play: "Beacon is on Aristos, but target is Salohcin!"That will add depth to the meta.
We are considering forcing shadows down the line, but only if we manage to make them less taxing. With computers being better nowadays, this shouldn't be an issue, but we still need to make sure to minimize the impact.
What we are expressing is a long term vision, but we expect it to be 1 year-1 year and a half of full time work.Of course, this is an inaccurate estimate as we do not know our velocity with the codebase yet.This is an indie project after all, so it is useful for early adopters to know what to expect for launch and the first expansion.In Darkfall ,water was flat, and ships and player collisions was already handled in it. A frozen tile is just a dynamic object like a strongbox or a camp fire. We can even add that ships break the surface, or melee hits as well. Relative to other changes, it will be easy and made easier by our other work with dynamic objects (watchtowers, siege camps, traps, etc)For entering at the same time, it will be handled by the collision engine. We do not know yet how it will behave, but we expect it will just "push" the player away in the shortest path (up or down depending on where the center of gravity was) If it doesn't do that already, then we'll implement it that way.We could go the route of "it roots the player, and you have to break out with melee" but we won't, that would be obviously OP.We have more plans regarding reactive environments, but that will depend on the engine itself and we cannot go in details yet until a few months into InDev. Things like being able to blow away/ignite torches in dungeons, have crystals reacting to different type of magics and so on.We know that world objects can react to attacks (one of the first quests has you attacking a goblin totem, or use mana drain on objects) but we do not know how well dynamic lighting is implemented. For example a mana missile casted light on the ground, but sometimes with a weird latency and it was a small effect. We have no idea how much we can scale that up.We would love to eventually get waves in the game, and material based particles on hit, but that would be part of a graphics overhaul and only if we have the budget for it.In conclusion, regarding the opening suggestion: YES but so much later and unknown it might as well be a no at this point.If you have more suggestions of cool things you would like to see, carry on in this thread. We'll take notes and maybe in a few years, it will exist.