-Any ideas of the magic system and number of spells?
There are two forms of magic.
The "Lesser Art", or spontaneous spells are cast instantaneously, much like other actions in combat (moving, attacking, etc). These spells use the character's stamina, which means they can be always cast on each combat until the spellcaster becomes too fatigued.
The "Greater Art" is a slot-based system of spells, which take 1-3 full rounds to cast and are far more powerful. They only replenish after a night's sleep. These are scarce and require careful management, but often can decide a combat. Much like that only "Sleep V" spell you could cast in AD&D...
The two Arts coexist, meaning a Wizard or War-Priest will likely cast mostly spontaneous magic, then a few times per day be able to spend the Greater Art slots. Some careers out thee have access to the Lesser Art only.
While I have some notes on specific spells, implementation hasn't started yet and it's too early to go on details about spell descriptions. But like with everything else in the game I'm going to be ambitious and try to make the mage-building and spell selection a true mini-game within the game.
-Any feats/talent/fighting styles for warriors equivalents to make character building/advancement more fun? Also helps give non mages something to look forward to.
It is essential that, even taking away magic from the system, combat is fun by itself. Yes, there are some skills out there like Battle Maneuvers, Dirty Fighting and others that will unlock special maneuvers and attacks. There will be different roles to enhance in a melee/ranged combatant, and builds can go different ways. The first choice you face is wether enhancing evasion or going for heavy armor, or a compromise between two. You can have pure damage dealers, or builds that focus on critical hits, poisons, etc.
In addition, you don't want to get hit in this game. There is no regeneration, no free-heals, except the automatic use of medicine skill after each battle to recover some of the lost health. Hit Points are not inflated; if your warrior has 45hp as a newbie, he may very well end the game around 110hp, which means every time you get a blow you may be limiting how deep you'll be able to get into the dungeon, before needing to spend potions or needing to risk a camp or return to town.
-Will we generate our entire party from scratch from the get go? (please say yes)
You generate 4 characters from scratch, then add up to two Companions and on ocassions other temporary NPCs can join your party.
-Whats the engine you are using, Unity? The 3D engine in the town you posted earlier looks uncomfortably like the horrible RoA remakes, so hopefully you will improve it (I know its a placeholder anyway)
Don't pay too much attention to how it looks now.
Well... when it's ready. Some of my goals are:
-Steam Page in October, featuring some gameplay video and documentation.
-Early Access between March and June 2020, with at least 20h of content, roughly a 20% of the game and character progression.
-Several years of updates adding content, adjustment and improvements, until everything is as it should be. Not before winter 2022 but I can keep adding stuff for a long time.
My absolute priority is that things are the way I want them to be, the project is funded and the only reason I'll make Early Access release is to get feedback and make the game better. It's a similar roadmap to the one I used for EK between 2014 and 2018.