Better late than never, I hope! The special guest was Shaun, our Technical Director. Here were some of the highlights. Feel free to add anything you remember. Rucksacks for your companions in the new buddy feature? To get the follower feature to you ASAP, we did a bare bones version. Being able to give your follower a backpack would be something for down the road. Someone asked if the engine we used would make it harder for modders of the PC version. The engine has a lot of encrypted elements, and that may make PC modding challenging. So the answer is... we don't know. We're not testing for mod stuff, just because it wouldn't launch until next year if we did that. Still working on visual optimization. Some stuff will be in TU3. This will be an ongoing thing for the lifetime of the game. If you see bells on the side of the buildings, shoot them with suppressed guns. Can we randomize the map? For the version of pathfinding we had to use, pathing is baked into the map. Every building must maintain the same footprint. All we could do is cosmetic stuff to each building's appearance, and seriously...that's not worth it. We'd rather fix bugs, add new stuff, and work on DLC. Could we convert existing buildings into new homesites? Each building was handbuilt to have the space and walls and the facilities that pop into being out of nowhere. The proportions of the existing non-home buildings aren't necessarily consistent with the existing home sites. In other words, doing it would require a lot of retrofitting that would potentially introduce very, very bad bugs.