Sorry, I owe you folks an update. It's been too long.
At the moment I'm hyper-focused attempted to quality-assure this Divinity bullshittery. Having reached roughly the 13-14th minute out of 19. A process that involves rendering the video each night, spotting errors each morning, and trying to correct them en-mass.

These quality assurance issues are often quite varied in their nature. Sometimes they're as simple as spelling error in the text, or a line of dialogue appearing a fraction of a second too early or too late.
But often they concern something I merely dub "eye-tracking". Where there might be too much going on in a scene for the eye to comfortably follow. Particularly if the scenes are moving quite quickly. The viewer can get confused. And it can rapidly become annoying to watch.
It's then that one needs to be...creative. Swapping out the visuals for something else. Strategically freezing the frame but letting the dialogue continue. Or even just outright reworking the scene to feature a reduced use of text.
It's very much the sort of thing you can't spot in the initial editing. As it's much clearer when you watch back the whole thing from start to finish. Hence, the full test renders and watches overnight.

Just to remind people though, this is the 'not quite as good' version of the bullshittery. As the assets I need to do the custom animations are still in progress. A collective effort between artists BewBewDingo, TwistieZ and NervousHawk. They're almost done. But there's still a handful of important assets missing.
Once they're finished, I'll be able to animate up some proper introductory animations. I'm very much hyped about that part. As their work has been excellent.
Quality assurance efforts continue. Once again, thank you for being so patient with me.