Okay, there was a nice lengthy Q&A on the Kickstarter comments page with Feargus. Some good info in here. If there's anything that seems wonky, it's likely my cut/paste:
Q: What does early access beta entail? How early are we talking?
A: We are still working out all the details, however it will be early access to the game.
Q: Hey Feargus! Any chance we'll see a t-shirt add-on? (hint hint) I'd gladly up my pledge by $25 for a t-shirt.
A: We are talking about it. The thing we are not sure how to handle is International Shipping which means we need to explain a price that is US if you already are getting sent something, US if you are not, International if you are and International if you aren't. Working to figure that all out.
Q: howdy. i really love the dungeon thing. how many levels are you hoping to hit with that?
also, would you consider releasing more stretch goals before we hit the 2.3 million one? or did the really big one that you were thinking about not pan out in the meetings?
A: We are really hoping to get that dungeon up to about 15 levels. We are working hard this week to get the word out on Project Eternity even farther.
Q: As a new member of the 1000 tier how much of our NPC will we be able to help you design? Look, mannerisms, backstory, location, ect.
A: We want to give people some fun stuff they can do on the design. Has to be reasonable to a point though!

We are going to get everyone at that level a way to get a hold of us to ask questions right after the end of the campaign.
Q: Feargus what about a catfolk race? And about the mega-dungeon, it will have a direct access to surface every X levels like Watcher's Keep in BG2?
A: We want people to be able to have fun in the dungeon and also get out when they need to - so there will be ways that make sense to get back up to the surface and then back down again quickly. As for a cat like race - I leave the race stuff up to Josh, Tim and Chris to figure out - they have some fun ideas already
Q: I like the crafting approach in BG 2 with craftable legendary items made of unique ingredients (like Carsomyr = paladin sword and Eye of Tyr). Can we expect something like that for PE?
A: I think we did a fairly good job in NWN2 with the crafting system that we released after the full game - the one in either Mask of the Betrayer or Storm of Zehir. So, we have experience with the systems. Goal is to have it be fun and not load down your inventory. I was just playing Dragon's Dogma and the crafting in there is pretty good and not just inventory filling.
Q: Hi Feargus, did you thought about showing us the screenshot that amazed Adam? That could increase the pledges dramatically...
A: Still working on the screenshot, really hope to show it off soon.
Q: Will it be possible to play as both male and female as all races?
A: If appropriate, you will be able to play as a male or female for each of the races.
Q: Will the PE ranger have animal companions like the D&D one? And one of the classes will be ranged-focused (I love archers)?
A: We are talking about summons / animal companions - figuring out the right level of them so that you don't end up with a party of 12 (crazy time). There will be a class that is ranged focused.
Q: Will any of the melee classes be able to dual wield weapons? Will the player house be on water front property?
A: (1) Waterfront property.... we haven't worked it out to that level just yet, cool idea though. (2) I would expect that dual wielding is doing to sneak it's way in there.
Q: I'd love to see a dedicated spiritual successor to Planescape. This sounds more like a spiritual successor to Baldur's Gate and IWD.
A: While this is not specifically a Torment sequel, I think you will see shades of it - particularly because of Chris Avellone's heavy involvement. Not trying to change your mind or anything, just wanted to point that out.
Q: With regards to crafting, it'd be great to see a crafting system like in the BG series, where ancient pieces of legendary weapons could be found throughout the course of a game and reforged, like The Equaliser, The Wave, Flail of Ages etc etc. I absolutely loved that feature, as it gave the whole crafting process a feeling of archaeological discovery, and a sense of purpose, rather than just 'I'm making this because I want a better beat-stick'
A: Yep, that was a cool system in BG2. I think we are going to have two systems - the building of things like that, which are almost quest based in a way and then the more systems based crafting as well.
Q: It may be too late but it may have been good to have a $180-200 tier. There's a lot of people on $140.00 but less than half of that on the $250.00 tier.
A: Looking for a way to create that tier - having a hard time with what else we can add.
Q: Thinking of big ticket stretch goal items, I was thinking some sort of portrait customisation options might be appealing to backers. I don't know if it could work but some sort of layering to change hair colour, add tattoos and you know...stuff. Is that something that could be achievable?
A: I'll get that on the list. And, cool idea!
Q: Are guys are going for a deus ex like feel to quests where every problem (or a lot of them) has 3-4 ways of approaching a problem or avoiding it altogether. Like Bandits are holding someone hostage and you can a) kill the bandits,

poison their food stealthily, c) bribe someone to release the hostage when everyone is asleep, d) sneak into the camp disguised as a bandit and get the hostage out, e) shoot the hostage, blame the bandits, and start a war between the town and the bandits (lol).
A: We've designed many of our quests that way all the way back to the original Fallout. Tim Cain (on Project Eternity) was one of the three miain guys behind Fallout and he's a big proponent of having different ways of solving problems. Having said that, not every quest in the game would have every single way of solving it - but we try to do as many as we can, as often as we can.
Q: Do a facebook contest (get people to like your page, reward random person with bump up tier).
Also a twitter contest to name an NPC or an item, pick a winner and give them a tier bump.
A: We talked about that and we need to talk to Kickstarter about how that could work. They generally frown on contests, however we may be able to run that over on Facebook instead.
Q: I thought up the following things to add to a $200 tier:
- Playing Cards (Similar to the IWD2 Adventure Pack but more cards and with NPCs - and their stats)
- Small Color Prints of NPCs similar to the BG2 collectors edition
- Making of / Bonus DVD with Trailers, interviews, etc
- Small plastic figure of an NPC or end boss? Or even BOTH!

- Even though there's a cloth map, Perhaps a Poster of the World Map could be included.
Those are off the top of my head
A: Thanks for the ideas. Copied onto the list. We did talk with a filming company about putting a documentary together. If the budget works, that might be something we add in for everyone at either the $35 or $50 tier and above.
Q: any word on if the digital strategy guide add-on will have detailed walkthroughs for the quests?
A: Yes it will have detailed a walk through of the game including quests. Think of it as a detailed strat guide, not one of the ten page ones that get thrown in with a game.
Q: I've been following the updates and (correct me if I'm wrong) it seems like there will be only one companion for each class. While I understand why that would be the case, I would very much like to see more than that. Take Baldur's Gate for example: There were at least 3 companions for each class (eg. Good fighter, neutral fighter, evil fighter). I found that this plethora of companion really helped add immersion as it felt like the world was more realistically populated and the game could be played through several times each with a different party. Following on from that, I would like to see the acquisition of companions handled more like BG than Dragon Age/ Jade Empire, where heaps of characters that you would never use would always be following you around, waiting at a campfire somewhere.
I know this comment was convoluted and didn't actually pose any questions directly, but I would greatly appreciate a reply.
A: We should be talking soon about something that creates a good way for you to be able to do something like that in Project Eternity.
Q: a question I was wondering since the kickstarter announcement: is the PE "small" budget, and I assume "small" developing team, enough to bring back the old Infinity Engine games spirit in terms of lenght and content (given that the big lenght, and not only the game mechanics, had a crucial role creating the memories that brought most of us here)?
A: The original IE teams were not that large and they needed to create a whole new engine with BG. Since we are starting with Unity, our own internal tools (four years of development on our conversation editor) - we feel pretty good about creating a very indepth game for the budget that we end up with on PE
Q: was wondering about the drops system. will it be randomized at all? completely static? some combination of the two?
like you always get lore items period, but if there's say gold to be included it could be in the form of a gem or necklace of equal value, and the armor stats change a bit?
A: The drops system will be semi-random. What I mean by that is there will be specific loot drop lists for things and that loot with be more made loot and not randomly created items. The loot dropped is then picked from the list. Using loot lists, lets us balance the loot that is dropping in specific parts of the game and with specific encounters without having to bring up every single monster and change their specific loot. Although we can still do that for unique things.
Q: can we have a dungeon/backer graphic?
A: Your wish is my command.

Talking about it with Adam/Rob in just a bit.
Q: Any plans for a tier in between $140 and $250?
A: Sorry to be a broken record here, we are still talking about it and figuring out what to put there.
Q: Something else I would like to ask about: Will changing the difficultly setting alter the amount of experience points (assuming that the game uses XP) acquired? I found this to be an issue in previous RPGs where, if the difficulty was raised, you levelled up faster and so the harder difficulty settings weren't as much of a challenge as they could have been.
A: We generally try to use XP tables that are your "power" vs. the "power" of the things you are defeating. That usually works better than giving extra XP if things are harder. I expect that hard quests will still get more XP, but it will be the same XP no matter what difficultly level you are on.
Q: Any hope that the Character Creation Tool idea will become a reality?
A: Sorry, don't know right now. Once we figure out where we are going to be with funding, we are going to get all the ideas on the list and start prioritizing. But, I just made sure that is on the list.
Q: In the last Tim Cain update, something he said could be interpreted as that there will be per-ability cool-downs a la WoW. Could you confirm/deny this? I personally feel they are bad design, and just a cheap way to nerf overpowered skills.
A: What we are moving forward with right now is a system that does not require a pure round system. In the IE games, each person was running their own six second round and spells were based on whether they were memorzied. How we look at it, rather than going with a memorization system for spells, in particular, we can use a cool down system. It's a similar balancing system without requireing the whole resting for spells. As for ablities being on that timer, D&D also had certain abilities that could only be used a certain number of times per day - again we want to mimic that with a cool down system.
Q: regarding the quest-based crafting, Drakensang had some powerfull items craftable-only, but one ingredient necessary is always a unique trophy (like the best longbow which uses a part of a dragon) and sometimes this unique item can be used in more then one recipe, which forces a choice by the player. What about this besides the reforging weapons from BG2?
A: That's pretty cool and I'd forgotten about that system in Darkensang. I'll put it down as another option.
Q: any Idea on how customizable the player housing will be?
A: Our first goal with the housing is to have a good number of quests and NPCs surrounding it to make getting it and upgrading it fun. After that point, we are still working out the level of customization.
Q: any word on if italian, russian and polish translations will be up for a stretch goal? i know a ton of people have been asking about that, and it'd be nice to have some info for them if you have anything.
A: Might have some announcements on that very soon.....
Q: Have you already decided if there will be a big city (or more than one) in the game (like Athkatla in BG 2)?
A: We have not determined that yet. Personally, I like having a big city in our games like BG, Neverwinter, Athkatla, the Hub, Sigil, etc...
Q: An idea for you guys. If you can queue actions (use this skill, then this skill, then go here, then attack this guy), you could do tactical combat pause style, but then unpause and watch the action unfold for a bit.
A: Absolutely, we are going to have a queue system so that when you un-pause your party will follow a certain number of them. Not sure on the number exactly yet, probably around three though.
Q: as a possible stretch goal, or part of one: maybe including exotic weaponry like whips and such? i think that could be an interesting add-on.
A: Added the Exotic Weaponary idea to the list/e-mail I'm putting together here to Adam and the team.
Q: Cool-downs are not real disadvantages that you take into account when deciding what to do next. They are artificial limitations. Each ability should come with real disadvantages (long execution time while you're locked in place, huge mana cost, etc).
A: Gotcha. Personally, I think that cool downs can be used for both good and evil. We would try to stay on the path of good.
Q: Question for us $65 tier pledgers.
Is the box version going to be cardboard or plastic?
Will there be a box release after launch?
A: It will, most likely, but something similar to a double DVD case - like you see most games in now-a-days. As for after the KS for a box copy, not sure, but we don't have any plans right now to do another run of them.
Q: I guess my next question is about dialogue. Any chance for Visual Novel style dialogue where the characters talking have potraits appear on the screen that have emotions that can change and stuff while the conversation is happening? It's a fairly cheap but powerful way to show the viewer what is going on without too much cost I think.
A: Cool idea, I'll put on the list.
Q: one last question, more artistic themed, I guess. There was a difference between Tormen and BG II (the most story focused games of the IE), maybe a slight deatil for lots of people, but something I felt very important: the narrative direction. In Torment the narrative was literary, with rich and detailed written descriptions. BG was far more "prosaic", almost a dull movie script. What narrative approach can we hope in PE, more Torment like or more BG like? Wich do you prefer?
A: Best way to answer is that Torment and Fallout designers are working on Project Eternity.