For the lazy:
"As I'm writing this, I dont know how backers will react to our dropping day/night cycles. It unsettles me very much to possibly disappoint our backers because they made the extended development on Divinity: Original Sin possible. But there are limits to what time and budget permit and sometimes its necessary to make a choice when you discover something is more work than you anticipated. In this case we chose to go for stability, balancing and polish.
One alternative wouldve been to put in a day/night cycle without a lot of reactivity from the npcs, just for the sake of being able to say that we've done it, but thats something we didnt want to do. The vision driving Divinity:Original Sin has been that every feature which is in there has real gameplay value and isnt a gimmick.
Perhaps those who are disappointed may take comfort from the engine & toolkit supporting pretty much everything thats necessary for schedules, up to having NPCs sleep in their beds, so its not impossible that somewhere down the line a mod or a derivative game is released that uses these features."
Last edited by DragonCommander; 10/07/14 09:25 AM.