I was encouraged to leave a feedback to help development, so I hope that this is not totally useless.
From what I have seen, the writing is fantastic. NPCs seem to have well though-out backgrounds and motivations, and they react well to the player's race and deeds. Indeed, I have often found that NPCs offered varying options based on my character's race, if they were even willing to talk to me. I am very happy to see that the player character feels like a real person, and not the standard hero type who is beloved by all.
I would also like to remark that I haven't seen a reptilian race so well done in video games... ever, really. The models and animations look nice, and have a distinct reptilian feel. Too often they are ruined by human biases, which bring twisted results. The character artists did a wonderful job.
During the first part of the game, there were a lot of people to talk to. However, after I have breached the magister's fort, it felt like there is no one to converse with for a long time. I would have liked if at least some of the more frequently visited NPCs had something new to discuss. Maybe they could be contemplating something, and since I am there anyways, they would ask for my input. I realise that many people skip talking to some NPCs as it is, so a balance has to be found between too much conversation, and too little.
Pet Pal continues to be a great addition. It is very pleasant to learn of different occurrences from wildly varying perspectives. I would welcome more options to interact with animals, even with current, non-talkative ones.
I always missed more mention of metallurgy and material science in video games. The player often has to interact with smiths, but it appears they hardly know anything besides what to hit with a hammer. Guilds were a distinct feature in medieval times, and their appearance in Rivellon would certainly give more depth to this land.
Smiths could also offer to reforge the look of an equipment. When a piece of armor is looted, its default aesthetic becomes available for the player. This new aesthetic can be chosen later, if the aesthetic type matches the armor type (platemail to platemail, cloth to cloth).
Lastly, a few of my observations:
- it is difficult to distinguish backpacks from one another, renaming them would help
- optional companion dialogue AI would prevent the player from talking to themselves
- rain spell is buggy when cast outside of the magister's fort
- hair often disappears when a helmet is equipped, but also hidden
This is by no means is an exhaustive list of my experience with D:OS II! Thank you for making such a charming game!