Parties. In the RF builds, scripts and the Automation API can invite, apply, accept, decline, leave, kick, disband and promote, and see the party roster with its pending requests.
Hunting buddies and passers-by.default/buddy accepts a party invitation, then follows and assists the leader; default/wander strolls an area and turns into a buddy when invited.
Script settings.-params hands a script JSON settings, headless or windowed, which it reads with params(); notify() and client_index() work in every script too.
NPC stores. In the RF builds, scripts and the Automation API buy, sell and check your money, and rf.exchange converts currency.
Store goods by name. In the Golden Age and Dragonborn builds, lib.buy(name, count) buys from the nearest store that sells the item, using the store lists from your own install.
Face-to-face trading. In the RF builds, a character can ask for a trade, accept one, offer items and money, withdraw them, lock, confirm and cancel.
Portals and map changes. In the RF builds, a character follows the server to another map, lists the portals on its current map, and can take a portal or recall.
Standing populations.-population keeps groups of characters online from a JSON file until stopped, restarting any that drop; each group sets its script, class, race (and so its starting town) and a route of portals to walk.
Population control. With -serve, a running population can have groups added, scaled, retuned, restarted and removed, and reports each character's name, map and state.
Stable bot accounts.-bot-accounts gives every headless character a fixed account and name, so a population keeps the same characters between runs; -stagger sets the gap between logins.
Map particle effects. RF maps play the particle emitters they place, animated as the original client animates them.
Sky, fog and lens flare. RF maps draw their sky dome, their own fog colour and range, and their lens flare.
Crowd memory and CPU. One process runs far more headless characters: scripts compile once for the whole crowd, characters share a few update timers instead of one each, and scripted walking sends fewer move orders.
RF terrain lighting and materials. Map surfaces light as the original engine lights them, including vertex-lit areas, bump-mapped and reflective metal surfaces, animated materials, and moving map objects.
RF props. Grass and plants take the engine's lighting, props take the lighting of the ground they stand on, animate, keep their cut-out edges, and fade out with distance.
RF texture filtering. Distant RF textures are smooth instead of shimmering.
RF monster animation. A crowd of the same monster no longer moves in lockstep; each one plays its own pose.
RF maps with shared art. A map that reuses another map's layout without its own textures draws with that map's art instead of untextured.