King Arthur: The Role-playing Wargame II Post-mortem Interview

There's an interview with Neocore's Orsolya Toth over at True PC Gaming this morning, during which the community manager fields quite a few questions about the King Arthur sequel they released back in January. Here's a little something to start you off:
What are some of the successes and failures you learned from in developing King Arthur II?

I think I can say we learned that creating a brand new engine takes a lot of time and effort, even more than you would calculate with in the planning phase. But it is still totally worth it. The first Coretech 3D engine served us well for 3 games but it was already time for a change.

We also had to learn regarding King Arthur II that for a sequel it is entirely impossible to meet everybody's expectations. We have made plenty of changes to the game mechanics, and it divides our fanbase some of them welcome these changes, while some others still want to see the first game with a new story. I guess this is something every sequel of a successful game has to suffer from.

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What were the differences in self-publishing your first title, King Arthur I as opposed to King Arthur II?

This time we were backed by Paradox Interactive, the game's publisher. However, the first King Arthur game was indeed self-published at the time of its release and the toughest parts were definitely the wrong planning of the development time which is very common in indie development and the uncertainty and doubt that surrounded the final stages of the development where the lack of funds gave us an extremely hard time. But it was finally worth it as King Arthur turned out to be very successful both among the community and the media.