I've got a bunch of questions, I know Larian's really busy, but I can't think of a better way to do this, so I've got a bunch of hopefully thoughtful questions that haven't been asked before:
1) Companions can and will have different affinity/affection levels for the two main characters. In multiplayer, does each player control one Companion? What if Player Roderick controls Companion A, but A has a better relationship with Player Scarlett?
2)One disadvantage of schedules is if you’re waiting for a specific NPC. Many single-player RPG’s handle this by letting you sleep and/or wait until a specified hour. What about co-op play? How would a rest function work if two players disagreed on wanting to rest OR couldn’t, because one was in combat?
Possible Idea: Maybe if (in a non-combat situation in multiplayer), when someone wants to rest, the other player can agree or disagree. If they disagree, there’s a Charm/Intimidate/Reason argument that has no effect on the relationship between the pair, it only determines who wins the rest argument. Not a great solution, especially since a sleep-wanting loser might just keep spamming the rest option until they win a roll.
3) Will there be an extra feature to the journal that will let you look up an approximate schedule for a specific NPC?
4) Your update mentioning why you might want to hire Henchmen in addition to Companions is that you might run into situations where you’d like to swap out an unsuitable guy for someone else. Will you actually be able to swap party members in combat?
5) Can we find the Message in a Bottle and use the Kickstarter potion once each time we start a new game, or only once?
6) We’ll be able to safely store things in containers for later retrieval, right? I suspect it’ll take a while before the Stronghold is available. I'll just assume yes, because Divine Divinity worked that way.
7) One level makes a big difference in how well you can handle an enemy, but currently, level is obscured unless you have enough Int. So without enough Int, how can you know that it’s time to run from a fight?
Possible Idea: Have the monster’s name colour-coded when you mouse over them.
Green: Target is 4+ levels below you.
Blue: Target is 2 or 3 levels below you
White: Target is your level, +/- 1
Orange/Yellow: Target is 2 or 3 levels above you.
Red: Target is 4+ levels above you.
There could be an option in the menu to use symbols instead for colour-blind people. (Like a dash, arrowhead, full arrow for "about equal", "slightly higher/lower", "much higher/lower")
8) There were 5.5 extra Bellegar encounters at the ending of the Kickstarter campaign, but the next few days bumped that up to over 6,000. Will there be a 6th encounter?