There are two more scenes depending on your advisor. There will be three routes that wont deviate far from the main story, but you will get some extra scenes:
-whispers is blackmail/forced exhibitionism/games/bets
-mara is slave training
-ugnor is magical sacrifice/horrors from beyond
And you will get more information on each advisors backstory.
On my list.
Also on my list.
Those are easily fixable. I have some time on the weekend, where I will fix the bugs and improve the inteface.
I want to redesing the class icons to make it perfectly clear what class is good against which armor type. The other thing that I want to fix asap is the battle text. The line by line thing does not work at all.
I wanted to get this "rougelike" feeling: "The goblin ambusher hit you with his shiv! You are poisoned.". But it all disappears in the stupid text. E.g. while playtesting it took me a while to realise that stuff like "Fireshield" has a special effect on high shield values. And I am the guy who wrote the code.

My plan is to show all text for each turn at once via the other renpy mode.
The main menu also needs some overhaul and I have some ideas there to make it faster to navigate.
One medium term goal is the code handling the raids (which is a mess and can be improved massively). I really would like to combine that with a map so that you really get the feeling that you are sending out a marauding band of mercenaries to loot some copper mine or capture a caravan. It would also hugely help to bring the world alive.
Anyway thanks for the kind replies. I will be on it on the weekend, so expect some bugfixes.