Thanks for answering questions, it's always nice to see developers who take the time to do that.
There still is backstory of the two heroes to be discovered during the game. That didn't change.
What you know about them at the start, however, is limited. "They are two novices in the Sourcehunter Academy" is about it.
Huh. I didn't expect that.
(I guess that means we'll probably learn a bit more about what the Source is. I got the impression it was something like a spring with special healing water and/or special healing magic, but I was never clear on the details.)
Not at the moment. [Wisdom] was a stat no one was investing in. We don't like "throw-away" primary stats.
Good point, if you're only getting one attribute point per level, too many places to put it are bad. I want to make use of the much-touted magic system for combos, but the characters I'm envisioning for my first run would be more hybrids, a tank-mage and a dagger-mage. That may already be tricky enough to find points to fill in spots even without an extra magic attribute.
Good point. We'll see. Currently, it's actually fun (to me) that there is no regen and that you need to loot/find/buy stuff and think about mana/hp. Like I said, we're at least making it regen at "higher" levels. And indeed, still testing.
Maybe you're right. I'm in no position to judge how well it will work, I have no idea
- how deep a dent restocking on supplies in town will make in the overall adventure budget (supplies, upgrades, new equipment, training, mercenaries) before entering a dungeon
- how long it takes, just to walk through a typical dungeon or back to town
- how many fights there are
- how efficient a potion is at restoring health and/or mana
- how many supplies can you get back during the dungeon (through random drops, pre-placed items, or alchemy)
- how the overall dungeon would play out if you started it at full supplies, half supplies, no supplies
- how the boss fight would play out if you started it at full supplies, half supplies, no supplies
Not at the moment. Is that something that people want?

A "hide UI" function?
Well, okay I don't know how many people really want it. I'm sure that ability is in the development build though, if only for the purpose of taking screenshots.
First Swen, now you. You all just hate Dragonlance, don't you
Well, they don't have be powerful items. If each attribute point matters, even a simple +1 Perception ring could help.