1. There's some weird bug going on with faction interaction. I'd be trying to get them up to being my friend and then suddenly they'd go all the way into the SK hands. This happened twice so I have to imagine it is a bug. I have no idea how to reduplicate it.
2. Had a better time with this game then previous patches on easy, plentiful, small map with slow doomcounter. The doomcounter was certainly very slow. Almost too slow. I played the priest and found playing the magic guy to be a bit underwhelming. A lot of that has to do with the fact that he doesn't get offensive spells. Summon spells are still pretty wimpy. They were good for taking a few attacks for me though.
3. The SK didn't get mad at me for taking shards at all. It was weird. I had like 12 shards and he was still my friend. I was playing on easy though. He didn't stop being my friend until I kill his LT and then told him it went crazy. Then weirdly, a few turns later, I got +1 threat but I'm not sure for directly attacking the LT. It was the first time in the game I had attacked the SK forces.
4. It's still way too easy to block the SK from sending out darklings by putting a scout or two in front of the one square ways out of the SK lands. Since the SK forces can't walk through mine then I can just use a scout to block them. It would probably be better if non-warring factions could stack.
5. The Peregrin's falcon is still terrible because it can get attacked all the time. It really needs the same feature as a scout. It needs better sight too especially for having to spend a SK skill slot.
6. Starting off of the game, the bandits are certainly not very close anymore. In a lot of ways, this hurt my beginning because there wasn't really any small frys to kill early off. I'd be nice if loot boxes gave a little exp if you pick them up (especially for scouts).
7. As for fighting, I'd say I 95% did autoresolve. Tactical battle is fun but my troops could craft decent armor for most of the game. So, a mauling panther or two will not tactically fought. If the autoresults say victory then I'll take the autodamage. This was true with most battles. It made for a quick game which was nice but I often avoided battle because I didn't feel tough enough to take hits.
8. To go with the above, the trouble is that wolfhides are pretty sparse early on and they are often the only armor available. There should be a way to build a building that gives that resource (like cow pen or something). The same should go with getting flawless iron or the like with maybe being able to go to mountains and mining them. I don't just mean using a spell and blowing it up though.
9. To go off the above, I'd love to see the peon units be able to equip weapons. I built a bunch of archers because I got peregrin and they did much nicer damage than previous patches but I couldn't equip weapons. Personally, I'd rather see peon units either have full equipping duty or get most of their upgrade by some method of training up or buying up ability.
10. After playing through the game, I actually liked the outpost costing logistics. It made me go found another city when normally I didn't bother. Also, it was nice to see that the SK didn't build strongholds everywhere. In fact, they didn't build any which is a problem but it was still better than before as far as I'm concerned.
I had fun and seeing great improvement. I really still want to see a better way to see how cities grow though.