derkami wrote:I'm currently working on pvp / combat features.
The others on the list, I will have to put on a to-do list. That's alot of changes.
Since you're working on this, I had a discussion the other day with someone regarding the ARD features that have been missing from Enders. It's a lot more than Bob Dole has said thusfar, and perhaps more than you can manage to reasonably add. However, for the sake of your benefit in understanding what is really useful, here's snippets from my conversation:
1. Aggro on area click rather than pixel specific.
2. Ridge flatten
3. Terrain smoothing removed (this turns all terrains into their true boxes, allows you to precisely clip people on other terrain types and work around the borders of 4 and 3 speed terrain, swamp, and water.)
4. Hotkey to mark target for your party. (This is done on Ard with a small arrow bobbing above the target's head, but this is made even better on private clients by making this a large indicator, such a swirling sandstorm/tornado around the target which is very hard to miss.)
5. Hotkey to swap to marked party target.
6. Hotkey to target nearest enemy.
7. Display of enemy maneuvers, recent attack with calculated cooldown, IP, and openings floating over their characters so you can track this by looking at their character. This includes ALL enemies in combat, not just current target: Here is an example with a bear (note, if this were a player, it would also show their maneuver, such as shield up, oak stance, combat meditation, etc, which is very important):

8. Free dragging of UI elements to allow you to place HP/Stamina in the center of your screen to make it easier to track them during combat.
9. Enlarged icons with large text names for teammates on the world map so you can track your teammates more easily in combat if you get separated.
10. Some functionality that assists with targeting animals for forager speed bonus to allow you to more effectively chase or flee. (This exists in Ard not in a seemingly intentional form but by shit I've "jury-rigged" in the quick action function. I know other clients do this in other ways that are much stronger.)
11. Hotkeyable macros: to dismount closest rider, to swap to sword/shield from inventory or belt, to equip weapon from inventory/belt, to swap to bunny shoes from armor shoes, to drop/mount coracle or to pick it back up automatically.
12. Terrain flattening, which you already have.
13. The ability to create much more obvious/highlighted pathing showing when and where enemies are moving. This is very important so that you can see when enemies are all converging on you or an ally for focus fire.
14. The significantly blown up "target" indicator you can see in the above image.
15. The ability to make a sound play when a high cooldown attack like cleave is made by an opponent.
There is also some feature in Ard that automatically estimates the damage you will do (without enemy armor) based on your str/weapon and enemy openings. This is a good feature generally, but in Ard the UI for it takes up too much of my screen and I already know roughly how much damage I do so I leave it disabled to save screen space for micro-movements/clipping in pvp. This is however done much more cleanly on footage of custom clients I've seen and in theory can be helpful.

Here's an example from a custom client.
These are honestly just the ones that quickly come to mind. Frankly, Ard has so much shit put into it that it's a hulking mess, but there may also be a few things I've forgotten. So if anyone else uses Ard for PVP, feel free to chime in with anything I've missed, although I think I've touched the biggest ones.