Hum...
- [Inventory] A click & drop system which works without several trials
- [Inventory] No auto-filtering when opening a container like a backpack
- [Inventory] Items multi-selection
- [Inventory] No exchange of items between characters if they are too far or worst, in a different zone
- [Inventory] Send to camp option should send items to chest only when you reach the camp (for more realism)
- [Camp] Undead priest should not be a merchant (because undead like him does not care about buying tomatoes, cooking pot, tools, weapons, etc). It can however continue to sell ressurection scroll through dialog.
- [Crafting] Food and/or potion crafting
- [Crafting] A better usage of current useless objects found in the map
- [Armors] Different design of armors. Especially, specific priest chainmail (one per law or neutral alignment god or goddess)
- [Quests] The two quests I have suggested implemented

- [Mechanic] Sneak attack from patch 5 is weird and should be improved. The system in DOS2 was pretty good for this.
- [Character creation] Possibility to create his own party of 4 characters in single player mode without using the multiplayer trick which does not work anymore anyway.
- [Merchant] Speaker should be able to sell items flaggued as To be sold from every characters connected to him/her directly.
- [Merchant] Option to set flag "To be sold" to an item should be available from Transation UI
- [Mechanic] If i choose option Hide for character 1, all connected characters should also hide
- [Bug] Ladders should work
As long terms wishes :
- [Camp] Simple camp on map (or camp 3.0)
- [Inventory] Realistic inventory
Inventory management for BG3 (like Divinity) is for me not realistic at all. An adventurer will not explore a creepy cave with 6 armors, 12 weapons and vegetables for one month into a single backpack...
It should include :
- Limited number of slots (also for containers)
- Items should have a size like in NWN1 (Exemple : a citrus takes one slot, an armor 4x8 slots)
- Carriers like mules or Floating Disk
- taking an object from backpack is costing one action point. Backpack is spawned near the player.
- Objects in quick access bar should be on Easy Access Slots (EAS)
- Dedicated use containers
- [Race] Playing humanoid beastman (like minotaur, lizard, wolf, feline, etc...) even if I am not sure this part of D&D
- [Mode] Survival mode with management of thirst, tiredness,
- [Ambiance] A day simulator to change the luminosity as the day passes. Same for the night.
- [Ambiance] A random weather system
- [Character creation] Possibility to start at the very beginning with up to three characters generated on the fly (including simple villagers like farmer, fishman,etc). These characters should have some objectives based on their story which can be discovered by dialogs.
- [Skill] Medecine should allow to help to gain some PV with a roll dice. One try per day only