Ok this was one of those builds that did not want to work. I've been troubleshooting lighting for 2 days and I think I finally have something working.
I'm still working on the quests for Redtree but I also wanted to get a build out this month because I didn't put one out last month. So I ended up pulling the partially finished quest stuff out of this build just so people aren't constantly running into bugs and hanging dialogue trees. The quests are my top priority right now and will be out as soon as I feel they're ready!
Build Notes:
Bit of environment work on the road east of Redtree and added in night mist volumes around Redtree
Armor has an armor value and will reduce damage based on that value
Shields will reduce damage based on their armor value if the player is actively blocking
Plantable crops are mostly working there are still some saving issues if the day time counter gets out of sync with the save data
New test spells - touch based, aoe around caster, and beam / flamethrower type damage
Carry weight now has a limit based on the character strength. Going over the weight limit will stop the character from sprinting
Did a first pass on adding weight and armor values to inventory items
A few new NPCs in Redtree the guard captain, reeve's advisor, and dive bartender (generic dialogue for now)
New random inventory item spawn list in things like barrels
Some food items can now be used to restore health (these effects will be expanded and added to)
New farm tool "weapons" trying to start balancing low level early game economy stuff (temporary art)
Human NPCs got an optimization pass. They take up a lot less memory now. Still need to do non-humans.
Quest saving/loading updated and polished
NPCs can have "personal quest" data used for things like if they've met the player, or player affinity values
Doors can update and be updated by quests
NPCs being defeated in combat can update quests
Dialogue can update and be updated by quest data
Named NPCs can be permanently killed! knock the character down, then hit them 3 times, they'll ragdoll (the ragdoll should be lootable now) and will be killed. They should no longer spawn after this.