Originally Posted by Siege664
1)Were there any QoL updates to the inventory system?
As I mentioned in response to another question above, we seem to have a keyring, alchemy pouch and camp supply pack on us at the start of the game (actually, each party member I found had one, too). I'm assuming and hoping that keys, alchemy components and rations respectively get auto-sorted into those containers, though I confess I didn't actually test that.

There also seemed to be a torch equipment slot separate from our melee weapon slot, though again I didn't have chance to test exactly what that did.

Beyond that, nothing jumped out at me but that doesn't mean there weren't tweaks (and hopefully bug fixes!) that I didn't get chance to spot.

Originally Posted by Siege664
2)How did multiclassing work in game? Do you just have the option of choosing any class each time you level up?

When I clicked to level up my (initially) Ranger halfling, there was an option at the top right to "Add Class" which I clicked then selected Rogue and got the option to pick some additional skills. If I'd had a bit more time I'd have checked to see if and how the game imposed D&D multiclassing prerequisites but by the time I got to level 2 I realised I was going to run out of time so just ploughed on!

Originally Posted by Siege664
3)Were there any changes made to the camping/resting system?

I rested once, so didn't notice anything significant mechanically, only the aforementioned camp supply pack, the fact that the bedrolls were shown neatly rolled up during the day and there'd clearly been some prettifying of the tents and what not.

Oh, and the introduction of camp clothes, which apparently can be used out in the world as well if you choose to hide armour. (I'll admit the outfits Lae'zel and Shadowheart were wearing in the clip I saw in the morning made me blink a little. If those are the defaults I think I might need to find something different for them else I'll be fretting they'll be catching a chil grin In my own playthrough, I didn't even stop to notice.)

One more thing that I'm not sure is significant. I never found any food, and only seemed to have supply packs. I didn't stop to loot, and do recall Swen mentioning a vendor having a potato for sale in the morning presentation, so I'm not sure how significant that is. I could easily have not picked up any food even in EA if I'd played the way I did yesterday, but I'm hoping at least some is still there. I'd happily forego supply packs, but I quite liked the variety of food stuffs!

Oh, and so I must have seen a vendor in the morning demo, though not in my playthrough, but apologies I didn't take in whether it looked any different.

I do also want to talk about what I noticed about companion conversation triggers, which we saw in EA as heavily linked to camping and resting, but I'll not go into that now, in case someone has asked specifically about that later.


"You may call it 'nonsense' if you like, but I've heard nonsense, compared with which that would be as sensible as a dictionary!"