i see you have done a great job fixing the AI. their attacks didn't miss, and i saw you added a failsafe so that they skip their turn after a while if their path is blocked.
i love your characters and writing, they always keep me hooked
the keep is HUGE. this added to the fact that running is comparatively slow and points of reference are not abundant makes it very easy to get lost. eventually i was tasked with entering the baths to investigate, but even after talking to the employee i was unable to actually enter the baths themselves.
i understand not wanting to add skyrim style quest compasses and arrows, but if you want players to not get lost then you need to hide more hints, both in how you decorate the exteriors to subtly "guide" them in the right direction, but also npcs that tell you where to find important places when you talk to them
this could be partly mitigated by a more fleshed out journal that actually summarizes the current objective and how to reach it, but right now it seems more focused on archiving completed missions (useless)
combat wise, since i played similar games in the past i figured out that attacking from behind makes my attacks more accurate and waiting restores my mp, but neither is immediately intuitive. it needs to be communicated to the player
occasionally i got stuck while maneuvering around an enemy, player collision seems very finnicky overall