Is it possible to add more romance option in future?
No, sorry.
Right, but if you're a frail wizard, you're probably keeping your distance, especially if you've run out of useful spells.
Did you not have a tank character in the group?
That's my point - horses are not required, so if a user does not like how they are behaving, he can opt not to use them. That said, if Savant would prefer they were removed, then I think they should be removed. But we'd still get to fight mounted NPCs, right?
You're missing my point -- the user won't even realize what they're missing.
And yes, NPCs can/will still be mounted.
Do the encounters in Aielund Saga level up to be appropriate with the PC's level? If I use the DM tool to make myself level 30 in the first act, will the monsters scale up to compensate? It seems like this doesn't happen, so is it possible to do?
In general, no.
Some areas do use the Bioware encounter system but that's not really a very good system in general and doesn't actually scale very well. At most it'll spawn a few more creatures if you're a few levels higher, not enough to compensate for level 30 in Act I.
but the henchmen can also pluck a nice shield and +2 bastard sword.
You need to look on the second page of the inventory, not just the first page. The shield and sword are definitely lootable.
Re Horses - bugs - missed convo... I tend to agree - leave them in. Players can choose to not use them.
I'm not trying to be a jerk about this, but this is a moot point. The horses are going to be removed.
1, Savant doesn't want them in. That alone is sufficient reason to remove them:
"Yes, remove the horses! Seeing the result, I should have tested them before putting them in. The mounted knights and other characters are fine, it's just the PC"s that they screw with. Do it "
2, saying players can choose not to use them is not a reasonable answer, since they don't know what potential bugs they're incurring. Think about it from the perspective of someone new to Aielund, not someone who's played it half a dozen times already. The latter can choose to risks the bugs, knowing how things are SUPPOSED to work. The former has no idea.
This problem might have been solved in between my old version and your newer version.
It should have been -- in the newer version the wolf should only spawn AFTER talking to the boys.
I just ran into an Act II issue. Desmond enchants weapons for you and your henchmen, but after he takes you to go talk to Salinder (after completing Night of the Long Knives), he will only enchant your weapons, not your henchies. I tried reloading the area, releasing/re-enlisting henchies, and getting new henchies, and none of those things made the dialogue come back. I had to reload the game prior to that conversation.
Noted.
I have encountered another issue in chapter 2. After taking out the Assassins Guild, I talked to commander Deckard, retrieved the sealed letter from the Bartlett estate, talked to deckard again, got the key to the Johnson estate from Sir Godfrey, and then decided to confront the Thieve's Guild about setting us up, but when I tried to talk to Perri, instead of a conversation opening up, the words "Good luck with the Assassins Guild" appeared over his head. Maybe you could make it a little bit more robust against the player doing things out of order.
I'll look into it.