Don't want to clutter the Development Update thread with questions, to keep it somehow on topic and about them development updates, so I'll shoot a few questions here.
1. Will loot from chests and killed monsters/NPCs be random (e.g. rolled from a loot table of sorts) or will it be fixed (so a given chest will always give the same loot)? Or will it be something in between, perhaps? Like a certain chest in the Dungeon of Doom will always contain the Holy Hand Grenade+8? If loot is random, will you have any "anti-scumming" measures implemented to prevent the benefits of save-scumming?
2. How do you handle long-distance travel? In other words, will the game be divided into small maps/areas and travel between them is done by "leaps" (area to area) or is the game map one big, continuous map? There's one screenshot showing a larger map, which could be a travel map, so I'm betting the game map will be divided into smaller zones - then again, the screenshot map could just as easily be a general map of the game area (to give you some idea of the geography etc.).
3. How will the game measure line of sight (LOS)? Can you see mobs (NPCs/monsters) that are behind walls or closed doors? Looking at this screenshot -> http://www.heroicfantasygames.com/Knightspictures/13.gif, I'd think LOS isn't considered when spotting mobs (at least not once you've initially spotted them), but I'd like to know for sure. Furthermore, how is lighting (or the lack of it) handled with regards to spotting mobs?
4. I read from the list of differences to OGL 3.5, that there will not be any potions in the game? That's a very curious design decision for a D&D-style game, IMO. What were your reasons for this? Do you, perhaps, want a world with very little magic items in it? How common (roughly) will magic items be in KotC? (Will you have spell scrolls in the game, BTW?)
4B. Without healing potions, will we be limited to healing via resting and the occasional healing spell, or is there some other way of healing I'm overlooking (no, I didn't forget healing by eating, but I doubt you'll have that if you don't have potions)?
5. As there are no skills (a bit of a bummer this, but no worries, I understand it helps to shorten and simplify the game development), can you still somehow e.g. haggle prices in shops, get extra information from NPCs via persuasive powers (like get extra dialogue options), or identify magic items? Do you handle some of these with checks vs class/level/attribute, perhaps?
Eh, these questions have become a bit too "multi-tiered". The last ones are more straight-forward.
6. Are those 16 item slots shown in the screenies the maximum of inventory space per character? Granted, having 4 x 16 slots total in the party should be enough, but I'm quite a packrat when playing cRPGs, so there's never too much inventory space for me.
7. Can you save your game everywhere and anytime you want?
8. What's the difference between a magic rod (which is not in the game) and a magic wand (which, I gather, is in the game)?
OK, I guess that's enough questions for now.