In today's first update of 2018 there are a lot of promising features to look forward to being implemented. The game is already fully playable from start to end but there're still lots of missing features such as the whole potion making, thieving, guilds and more. In this most recent blog post, interkarma goes over the individual members who are making this project come to life and details what they're working on exactly. You can read what they're working on what they are doing this year but here's a few highlights that I like the sound of:
dfworkshop said:Dungeon Water
It's now possible to swim in dungeons… and dive underwater… and drown when you get lost in that flooded passage. Allofich solved the long-running mystery around how dungeon water level was determined and proceeded to implement the entire feature stack of swimming, right down to sound effects and breath management. All I had to do was add the water plane to show the water surface visually. I still need to implement underwater effects at time of writing.
dfworkshop said:Magic Weapon FPS Graphics
In preparation for 0.5, magic weapon FPS graphics are now used when player equips a magical weapon. The actual magic effects aren't there yet, of course, but this is still an important part of the process.
dfworkshop said:Shop Shelves & House Containers
If you have bought or sold items in Daggerfall Unity recently, you have Hazelnut to thank for these features. While selling has been in for a while, the ability to interact with shop shelves and buy items is a more recent addition. This required some work to link up 3D container objects to loot containers, populate with items as per classic (Allofich helped here), and persist state of these containers when player enters and exits buildings. There's a little more on this below, but the short version is you can buy stuff now.
World Persistence & A Shipworthy Home
In classic Daggerfall if you exit a building then return back inside the interior is just how you left it. Up until recently, Daggerfall Unity wiped the interior of buildings as soon as you left. Some work was needed to persist world state for the player as they entered/exited buildings, purchased items, opened doors, stole items, dropped loot on the ground, stored items in their home, and so on. This world persistence was a hard job, but Hazelnut has delivered excellent work all around. This feature is also the bedrock of player housing, which makes an early debut by way of the player's ship.
You can now buy a ship from a bank, use that ship to speed up your transportation time and reduce costs, and transfer to that ship directly using the Transport menu. From here the ship acts as a kind of nautical home base where you can store loot gathered in your adventures. Any loot dropped on the ship or stored in the available containers will persist permanently in the save data for that character.
dfworkshop said:Texture Compression
This new feature applies DTX5 compression to replacement textures injected through the mod system. This will reduce texture memory by half or more at the expense of greater load time (as textures are injected procedurally). This is hard to show in a screenshot, and I have King of Worms on the forums to thank for this informative image created after performing some tests with texture compression and a large number of texture mods.
Lots more juicy info covering combat, guilds, menus and more here.