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Two-handed weapons/more dual-wield freedom: This is unfortunately more of a scope/technical limitation associated with the pixel art and equipment system. All the animations in the game are hand-drawn, including all the equipment (armor, helmets, etc). Introducing more open-ended dual-wielding or two-handed weapons, while really cool, would also mandate additional attack animations and create a requirement for new animations for all the equipment in the game. Ultimately, this was a difficult but deliberate trade-off that we made, in favour of more equipment/visual character customization variety over additional weapon types like wand/sword dual-wielding or two-handed/large weapons. That all being said, we are looking at ways to make the different weapon types more differentiated from a gameplay perspective, in ways that don't create additional animation workload.
Clarity: Thanks for this feedback. We will be making an effort to provide more information to the player on various mechanics, including damage calculation. As an FYI, there will also be additional progression/unlocks tied to school attributes added, such as talents and skills.
Missing talents: Good point, we will fix this inconsistency.
Minimap: This has actually been a consistent point of discussion/debate among the development team, and we have been monitoring feedback on this issue particularly closely. Your feedback on this is noted as we continue to evaluate the addition of this feature.
Out of combat skills: We are actually working on an ambush system that will allow casting skills to start a battle, and rewarding players for getting the jump on a group of enemies (with some risk/cost-benefit analysis). We'll be talking more about this soon, and players should be able to try this out in the near future! However, total freedom of skill cast outside of battle is currently not on the roadmap.
Influence of "woke/anti-woke" discourse: The discussion you referenced is of little relevance to the development of the game, as the world/characters/writing take no influence or inspiration from current events or contemporary political discourse. We do seek to provide as much role-playing choice/freedom as possible, and there are same-sex romance options available.
Thanks again for your feedback! Hope you enjoy the rest of the EA content.
Thanks! We made a decision early on to limit unnecessary pixel movement in the animations.