So can
Prime Junta or someone summarize what we've learned since the Kickstarter began? I hear Vancian casting is out, mein gott. Next you'll be telling me cooldowns are in?
Off the top of my head --
* Most/all spells and abilities scale with character level: longer durations, more damage, more missiles etc.
* All spells and abilities are per-encounter, except Empower, of which you have a limited number of use per rest.
* Empower adds a few character levels' worth of oomph to any ability or spell.
* There's a keyword system which allows for counters and immunities. Water or Cold counters Fire, Strengthened counters Weakened, and so on and so forth. This is used with both spells and abilities.
* Health/Endurance has been replaced with Endurance/Wounds. Every time you get knocked out, you get a Wound, which is like a Knockout Injury in P1 but also lowers your max Endurance by 25%. Your fourth Wound will permakill you.
* Camping supplies is out. Instead, you use Food when resting. Food heals Wounds and applies buffs that last until the next rest. Rarer/more expensive Food grants bigger bonuses. I.e. if you rest frequently you'll have to be using lower-grade Food and will have weaker bonuses.
* There's a lot more skills than in P1. Pickpocketing is in, for example.
* Stealth system is much more elaborate, with vision cones and hearing radii.
* Pathfinding has been completely rewritten and is supposedly much better.
* Engagement is now tied to class abilities or item properties, it's no longer automatic.
* Fighters get Pull abilities that let them bail out squishies who are in trouble.
* Lots of QoL improvements, e.g. FX fade to translucency when pausing the game, so you ought to be able to see what's going on better.
Edit: a few more, some brought up in the thread -
* Party size is now 5
* Multiclassing is in -- class combo chosen at the start, but each class can level up independently; the effective character level which determines ability strength goes up for both when you level up, but less for the class you didn't level up, and you can only pick class abilities for the class you leveled
* Subclasses are in -- at least two per class; paladin orders and priest deities are considered subclasses
* Spell retargeting during casting time is in, but some spells have much longer casting times
* Items are now tiered. You can still enchant them, but only up to a limit, and usually in ways which won't change the "nature" of the item -- e.g. you might be able to add another fire effect to a flaming weapon, but you won't be able to turn it into an ice weapon
I prolly forgot some, but that's most of 'em I think. I'm butthurt about everything-per-encounter and mildly butthurt about them dropping health/endurance (less so now that we know the Wound penalty is 25% max endurance, 'cuz that is going to sting), but most of the rest sounds like incline.
Fucking Sawyer though, insists on fixing it even if it ain't broken.