Let me start by saying what a fantastic game even in Alpha, I've never played the previous Divine Divinity games but am sure to try them out given time.
I apologise if I might mention a bug or issue previously mentioned. The bugs are also in no particular order.
Starting Game
Priority - Low
- While loading a saved game does not take long (3-5 seconds), starting a new game takes a full minute.

Character Creation.
Priority - Medium
- While stats have descriptions, there are no statistical descriptions. Thus when choosing stats, players (unless already familiar with the statistics of the game) have no idea what difference they will have between having a stat of 5 , 6, 7 etc. This could be clarified either by giving a more detailed description in the highlighted tooltip itself or by providing another window that would display such statistics as "Vitality, Max Action Points, Action Points recovered per round, Initiative Bonus" etc at character creation as opposed to in game. This would allow people an understanding of how these stats will affect their skills without needing to replay through the starting sections again (and possible again and again) as they become more familiar with the statistics. [This is not to say that people won't be playing through the starting section again and again but at least if people can inspect their stats at the start, it will give a much more detailed understanding of just how it will affect them in game.
- The same statistical descriptions would be helpful for certain abilities and talents e.g. Fleet footed and Rosy-Cheeked, to see how those abilities actually differ from one another.
Priority - Low
- Under Abilities -> Wizard -> Sorcery, when highlighted it states "Sorcery determines..."
Priority - Low
- Under Abilities -> Survivor -> Way of the Ranger, when highlighted it states "Way of the Ranger is required for your levels your ranger skills and special arrows." I believe this should be "Way of the Ranger is required for your ranger skills and special arrows." This would put its description in line with the Way of the Warrior.
Priority - Low
- Under Abilities -> Survivor -> Crafting, when highlighted it states "Crafting determines the what you can craft and the quality of your crafted items." I believe this should be "Crafting determines what you can craft and the quality of your crafted items."
Priority - Low
- When highlighting Talents, the gray bar does not cover the entire word as it does under Abilities but rather covers only a portion of the word.
Priority - Low/Medium
- The stat Intelligence seems to only affect the number of ability points you can receive as well as acting as prerequisite for certain armours (as far as I have seen playing the game so far). Rather than necessarily adding more benefits to intelligence (such as spell power etc) why not instead use it as a prerequisite for learning spells. As it stands my Range is able to learn all the same magic's as my Wizard and is able to do the same amount of damage with no wizardly training or penalty apart from needing to pay a gold cost for the book. As far as I am aware, magic should be exclusive meaning that only the smartest and strong willed should be able to learn and cast spells from memory (scrolls I do not believe should be included as needing an intelligence requirement to cast from).

In Game Issues
Priority - Low
- I'm not sure whether this was intentional or not, but the shells at the beach do not becoming highlighted as items you can interact with when holding 'Alt'. I would also suggest removing the generic "Shell" tooltip from the shells that cannot be picked up in that case or to add some sort of short text (e.g. "This shell is far too big to carry home. Besides, it looks like something has already made a home for itself inside!")
Priority - Medium
- Moving the camera with use of the "W, A, S, D" and the arrow keys, the camera often simply stops moving and then refuses to respond. This can last a few key strokes or as long as a minute before it (miraculously) starts to work for a moment or two before again failing to move the camera. This seems to also function differently in various locations, with some locations scrolling around very easily and others 'bugging out' and not moving the camera at all for x amount of time.
Priority - Medium
- The Inventory tabs for Armour, Weapons, Potions etc do not work. The inventory sorting system at the moment also appears to be broken in a few respects. There does not appear to be a clear set amount you can carry and when you attempt to carry more (unique) items than you have character slots, any new items you pick up simply disappear (this happened to be during the Evelyn quest).
- Gold does not stack. This means that you often are having to sacrifice multiple inventory slots to gold coins in stacks of 2, 57, 103, 326, 41.
Priority - Low/High
- This next one is a personal pet peeve. I would REALLY like to be able to zoom out further, especially if I have a locked camera angle. Given the opportunity, I would love for the camera to be able to go completely around if possible. I'm sure there are many other people who would agree that the "360 degree view" is awesome for any RPG. As an example, Wasteland 2 does a brilliant job with regard to camera angles and the ability to swivel the camera around on the spot.
Priority - Medium
- After completing the quest for the three sailor brothers who were looking for work by recommending them to Captain Jack, Captain Jack was not to be found in the marketplace where he originally was located. When he was needed for the continuation of the Staff of Pergamon quest, he was no longer to be found at the Market place. I'm not aware if he's meant to change locations but I would assume he should still be found within the confines of the city to continue the quest.
Priority - Medium
- Inventory Space. This needs to have a set limit (that may or may not be increased through the use of bags, sacks, boxes etc) as at the moment the limit seems to increase continually until you start to pick up items that simply go nowhere.
Priority - Low
- In the first encounter with the crabs, if you simply run towards the crabs, rather than them engaging you in a fight (and thus getting first initiative) you always seem to get to attack first, even if you blindly blundered in. Surely, even crabs would get the upper hand on the first attack when some idiot tries to walk/run past them?
Priority - Medium
- This is only an opinion but I believe that Magic spells such as flare should require more AP or otherwise have prerequisites to cast (e.g. Intelligence 6, Willpower 1). This would allow 'smarter' characters to learn a little magic without being able to cast magic as powerfully as any wizard would, which is currently what the "Level requirement" system with spells allows. The level requirement for spells itself is NOT a bad thing, however I believe it would be more balanced to add additional prerequisites: The higher and harder the spell is to cast, the more intelligence and willpower is required.
- Another option would be to allow Intelligence to lower the AP cost of spells (although this would require all spells to have a higher base AP cost (e.g. Flare = 6 AP). For example, Intelligence could then lower the AP cost by 1 for every 2 points above the base intelligence required to cast magic (lets go with 5 being the lowest base stat at the moment). Thus with 9 intelligence the spell would only cost 4 AP. This would again give wizards an advantage when using magic and require a above average intelligence to make more effective use of magic. There would however need to be a Min AP Cap in place for all spells to avoid being able to cast every spell for 1 AP should someone be able to raise their intelligence high enough. E.g. Flare starts at 6AP to cast and can go as low as 3 AP if the character achieves an Intelligence of 11 or higher.
Priority - Low/Medium
- In the starting zone on the beach, at coordinates x:427 y:92 there is an archway in the wall that you cannot pass through.
Priority - Medium
- Let me start by saying that the ambient music is great as is the combat music but variety is the spice of life and hearing the same music tunes over and over again especially some of the, for want of a better word, blander ones, can cause a number of players simply to choose to turn the music off. What I would suggest (if at all possible) would be to add additional music that would play to give a subconscious lift of "freshness" to the player, as psychologically hearing the same sounds over and over again makes you first become more desensitised to them and then progress down the path of loathing.
Priority - Low
- Many of the shells you pick up at the beach have a "Use: 1 AP" in their description yet you cannot use them in the same way as other shells (for the temp +10 Water Resist) nor do they stack, instead taking an individual space with each shell.
Priority - Medium
- Unable to combine Explosive Arrowhead + Arrow Shaft.
Priority - Low
- Little to no descriptive qualities to new areas, interesting formations and architecture, wrecked ships on the beach etc. While the visuals are FANTASTIC, a short text description or even character commenting on what they see (the way that the companions you get do) would be fantastic and great for building atmosphere and character.
Priority - Med/High
- Wizards need balancing. Lessening the damage of their spells would not help nor would a flat AP increase or increased cooldown rotation. However, a mana pool would solve that problem somewhat. E.g. Base Mana pool for a Wizard is 100, a spell such as Flare costs 15 mana. Mana regens at 5 per round and you can sacrifice AP for a Mana recharge (possibly a new ability?), e.g. 3 AP for 35 Mana. Otherwise there is little incentive in playing a ranger/warrior beyond role playing as the wizard outshines both in terms of DPS, versatility and overall use and currently can easily learn to use weapons and armour as efficiently as any ranger/warrior.
Priority - Low
- Sneak outdoors gives you a plant/bushes behind which you hide. Great! Indoors however a different animation would be more appropriate such as a pot plant or box/crate.
Priority - Medium
- When single clicking on containers, occasionally they jump (as if click + dragged). This however sometimes leads to containers 'jumping' to an unreachable spot and thus unable to be looted.
Priority - Medium
- Saving during open world dialogue (text above heads) and reloading that spot causes the concerned npc's to go silent and non-interactable.