Please help me and list the features promised that are not implemented yet or confusing. I will remove them as time goes until these official features are somehow implemented and acceptable. Feel free to comment and correct me.
-Constantly changing resources can be renewed or depleted.
-Availability dependent on season and weather conditions.
-Resources can be claimed by tribes.
-A large variety of resources with individual properties. Different woods, cloths and metals have properties that affect crafted items.
-Scavenged items such as books can introduce knowledge of new crafts and skills.
-Volumetric and dynamic layered cloud system. (where's the volume ? they are 2d to me , ugliest part of the game)
-Creatures react to adverse and favorable weather.
-Weather conditions affect player actions and item durability.
-Character actions are tracked for Good, Evil, Law, Chaos, Karma and Luck. These factors affect creature reactions, town status, reputation and skills.
-Statistics increase or decrease based on actions, experience injuries and age.
-Over 50 skills in Combat, Physical Actions, Trade Skills, Crafts and Resource Gathering.
-Skills are affected by many external factors.
-Many actions are dependent on several skills.
-Eight basic levels of craftsmanship, from Novice to Grand Master.
-Supreme Master level of craftsmanship for those characters whose achievements top their peers.
-Characters achieving the Supreme Master level of craftsmanship work with the Xsyon team to introduce a crafted item of their own design.
-Craftsmen are limited to the number of patterns they learn, gaining the ability to add more patterns to their knowledge base as they advance.
-Object quality and durability depends on materials used and the craftsman’s skill.
-As they advance, craftsmen gain the abilities to repair, reinforce and improve objects.
-Variable armor quality and durability for the same armor type.
-Armor bulk and material affects player comfort, speed and actions.
-Armor parts can be enhanced.
-Weapon types versus armor types.
-Found objects can be sorted for material and color
-Objects degrade and decay with use and the ravages of weather and time
-Creatures gain experience and power, potentially evolving into legendary beings.
-Creatures gravitate towards different areas based on mood and weather.
-Creatures can be tamed and ridden.
-Creatures driven to the outer reaches of the world mutate
-Creatures are a primary resource for crafters.
-Town message boards where players can post announcements.
-Town markets where players can place auctions, items for sale or trade and want ads.
-Town mail boxes where players can send items and private messages.
-Manual defense tactics including dodging, parrying and blocking. (this needs major revision, very bad system)
-Body part targeting for critical attacks. (no visual/sound feedback)
-Weapon types versus armor types.
-Combat specialty moves gained through experience.
-Combat modes for sparring, training and dueling.
-Player owned protected housing
-Hierarchical political system for towns
-Bonuses to stats and skills when in native town.
-Bonuses to stats and skills for town leaders.
-Town leaders have special abilities to assign quests and perform leadership actions.
-Towns serve as centers for quests, trade, crafting, storage and interaction.
-Player honor lists will keep records of player achievements.
-Tribes can choose tribal colors and emblems to be displayed in tribal clothing, banners and flags.
-Delivery of goods.
-Delivery of mail.
-Tribal Quest – Guard.
-Tribal Quest – Patrol.
-Tribal Quest – Defeat enemies.
-Timed contests and events.
-Town and individual bank accounts.
-Towns can impose taxes.
-Town quartermaster can collect resources and goods.
-Player run shops and auctions.
-Players post want ads to increase demand.
-Resources can be controlled and destroyed to reduce supply.
-Trade between individuals and towns.