Can we hear from developers, with what Obsidian is not satisfied and what will be changed within the game?
Major things we are working on right now:
* Restructuring class advancement to allow more options, both within the selection of core class Abilities and through the (many) Talents that we implemented based on backer feedback.
* Modifying some class features to be more transparent or just fundamentally work better. Monk wounds (and many of their abilities) were very confusing previously. We've revised them to make what's happening much clearer and easier to use.
* Save/load and other persistence issues. This has been more troublesome than we initially expected and it has caused problems over a much longer period of time than we expected. Save/load issues can be infuriating, so we really need to spend the necessary time on it.
* Memory overhead. Dan Spitzley has already made good progress on this by looking at audio memory issues and inefficient texture use/atlasing.
* Adding in minor bestiary, exploration, lock, and trap XP rewards to increase the regularity of XP rewards across the game.
* Revising how time/turns in the Stronghold work. The turn system (which elapses based on quest progress) solved some problems with time-based stronghold systems in other games (including ones we've made) but it causes some confusion. We're separating "turn"-based resource generation from the random event system, which will be based on the passage of world time.
* Pathfinding. If we could have simply salvaged our previous system, we would have, but that did not appear possible, so we had to fundamentally rebuild it. There are still problems with log-jams between characters attempting to move through the same space.
* Writing/narrative review. On most projects, it's rare to never that we get time to actually review our own writing and consider how major plot moments and information are conveyed in the story. This is also includes Karma Police reviews, where we ensure that the various choices players make have consistent feedback throughout the game.
* Animation feedback and general aesthetics. We just added blended flinches for all hits (ones that don't Interrupt, that is -- Interrupts already have their own animation), which was something we weren't able to do at the beginning of the project. They can be played while a character is in the middle of a reload, attack, spellcast, or even while prone, which helps a lot with feedback.
* Character model/texture quality. It's difficult to balance the needs of a distant camera with the camera views you have in character creation, level up, and inventory, but Dimitri is making his way through the more glaring issues.