Having played it 6 hours yesterday, I have some initial thoughts:
- I don't mind the bedroll idea, but it's silly to need to research beds.
- As a tribe, I'm seeing raiders with assault rifles rifles + sniper rifles at normal or better quality and full health by early 5501. These weapons are comparatively deeper in the tech tree in A18. I have also fought off two raids with 5 of triple/doomsday rocket launchers between the two of them. I also have a minigun, dropped from a raider rather than a mech. With the game's raids scaling like this, the tech tree for researching this stuff loses a lot of its meaning. You can't possibly research in time to defend with the same weaponry, and if you defend without said weaponry you have the weaponry. Sappers aren't very scary when you triple rocket the sapping raider + others and then one of the others in that raid kindly provides another triple rocket.
- Tornadoes are not plausible and are indeed detrimental to core design right now. Maybe they're magic rimnadoes, but they might as well be spellcasters from offscreen with this implementation. I'm getting them in "large hills", and they're destroying stuff that even F5 tornadoes couldn't bring down in reality. Blaming the player for a tornado killing caravans is **particularly** punitive since it can wipe them into instant hostility with absolutely no agency. These are not presently offering meaningful decisions to the game, just an arbitrary penalty that doesn't behave plausibly to what it's abstracting.
- I'm not a fan of requiring machining for microelectronics basics. This was a tough choice on what to prioritize on earlier patches, whether it's worth to dive for trades/better tech rate or go for shoring up defenses faster. Now your hand is forced. Considering early game caravan cost burden I don't see an issue with a fast comm console you may or may not be able to use well. Otherwise, the new tech tree seems to be an improvement.
- Refugee quest is a little underwhelming, unless sometimes the pawn isn't legless? Regardless, better bring some meds so you can slap peg legs on the poor sucker. It makes it hard to justify these early game though, since 60% move rate pawn needs fantastic stats to be worth the trip and these pawns seem to have the usual RNG.
- Slaughterer is disproportionately costly compared to most other mental breaks, old and new, and gives very little reaction time. Murderous rage is arguably even worse. Extended mental breaks are already very bad, I'm not sure we needed to nerf pessimest/depressive type pawns more and this kind of thing reeks of 100% RNG death when you kill a family member defending a raid --> pawn goes nuts and any option you choose has the potential to kill pawn w/o counterplay.
I am fundamentally opposed to having pawns die without reasonable counterplay. Most of this game's design is squarely on player agency and their choices mattering, so why introduce mechanics where their choices don't matter/can't reasonably influence the outcome? This is a game first, why make gameplay then counteract it? The blight change is an example of a change for the better, stuff like suppressing murderous rage killing the pawn is going in the opposite direction from that.