Bought the game shortly after it initially shipped, because the content was appealing, and it got rave reviews in the beginning. And then I discovered the save-game function was hobbled out of some sort of bizarre notion that creating artificial difficulty in game saving makes the game more of a "challenge"...;) Actually, doing that sort of stuff is piss-poor game design, as I completely agree with the people who don't like it. I've often skipped games entirely because of being limited to checkpoint saves, only. This game was worse than that with the silly potion-save gimmick, but even that wouldn't have been so bad had the potions been ubiquitous throughout the game instead of rarer than hen's teeth! The point of all games is fun. When a game becomes tedious to play because of poor mechanics, the "fun" is seriously degraded. Thanks to this post I may fire it up again, however, and put these mods into play as none of them existed when I bought the game originally.
InXile did the same thing with the Bard's Tale 4, as those of us in the kickstarter urged them to use a save-anywhere, anytime save-game function. And we were ignored, of course. I thought that was bizarre, especially since the original BT1 game allowed you to only save in the Adventurer's Guild. That meant if you were on level 22 of deep dungeon, in order to save the game you had to walk backwards from that level all the way back to the AG to save the game, and then when you started from a save you had to retrace your steps just to get back to where you had stopped playing at level 22...;) So you literally wound up spending as much or more time saving your game as in playing it! And you had to repeat this continuously from every save. So, after the BT4 shipped, it turned out InXile had to release a whole new version of the game because of various reasons, and according to the developers the most requested new feature for the game was a save-anywhere, anytime function! Duh...;) To be fair, though, the checkpoint save function in BT4 wasn't all that bad, really, but it still wasn't the best save-game function to develop for the game.
It is well known that I cannot err--and so, if you should happen across an error in anything I have written you can be absolutely sure that *I* did not write it!...;)