Thank you, I'm glad you guys like it!
I'm a little concerned about the source of light but this will definitely be quite interesting to test. Thanks a lot for your contribution!
Right now there is only one single directional light but it should not be too difficult to add support for point/spot lights. I think it would be cool to be able to save parameters such as light direction and color to some file format so that it can be customized per field/battle scene. I also read about the game already having some kind of lights (point lights?), so maybe we can use those because implementing a way to manually place lights would be a lot of work I think.
The light layer
Blending of 3D models
Reflections and refraction of surfaces.
Emission on magic effects.
Btw. do you know if skinned meshes are possible through shaders?
Thank you for the suggestions. I think I will currently focus on finishing the lighting mod but maybe once I finish I may see if I can help on those.
I am not sure what you mean with the "light layer", can you explain this? (I bought the game like a month ago but I haven't actually played it that much lol)
About blending of 3D models, I suppose that the problem is seeing back faces when doing alpha blending. A possible solution is using dither transparency if you don't mind the dither pattern.
About reflections, that would be cool but as you say it would require a way to specify what regions of the walkmesh are reflective.
About emissive magic effects, maybe a solution would be using HDR dds textures so that the effects have already the emission value in the texture. This would also probably need bloom and tone mapping post-effects.
About skinned meshes, do you mean doing the bone calculations on shader instead of doing them on the CPU? If that's the case I think it could be done.
Or maybe you mean using smooth skinned meshes, that would be difficult I think because the game seems to only support rigid skinning.