Now he's talking about combat improvements.
The addition of height as a factor. Napalm-like necrofire that can't be doused by water, created by applying a curse to regular fire. That can be vaporized to create a cursed cloud.
You can polymorph yourself into another race, gaining all of that race's skills. In dialogue you'll be treated as a member of that race.
There's also cursed oil. Swen doesn't want to say what it does.
"Many people are skeptical of our Game Master mode, including some of the writers at RPS"
Pretty rushed talk. Question time now.
"You can talk to animals and you can talk to ghosts. Can you kill a dog and talk to its ghost?" "Yes."
lol
Swen doesn't want to talk about Game Master mode yet.
Modding improvements - the simpler stuff will be made easier to do (placing tiles and characters, etc). Complex stuff will still be complex, though (but they'll try to improve documentation)
Example of competitive play - two different factions want to learn the secret of Necrofire. Different players might want to get it for their chosen faction.
Take a green poison potion and dye it red to look like a health potion to poison your buddies
Swen says the game has multiple world maps you progress through. This seems to imply that there's some gating, but according to him it's a "very little" amount.
Writing stuff - elves all speak in the present tense, because they don't understand the concept of history.
Swen hints at a culture clash between Sarah Baylus and the Irish writers, heh.
They thought Fort Joy would take two hours to play, but then it took players six hours to finish it. Swen hints that a lot of cutting and trimming goes on behind the scenes.
Different origins hate each other, by design. Lizards hate humans. It'll be much harder for characters from those origins to get into a positive relationship.
And it's over.