So, I just finished the game, and thought I would put down my thoughts while they are still fresh. This is a bit of a wall of text, so please be patient with me:
What I liked
Chaotic rush at the beginning to get my bloodlines started
The fact that I could not seek quality in my bloodlines at first, until I first had sufficient quantity to be picky about breeding
Early game balance. Enemies were challenging to kill, but not too difficult
Early game xp consequences. Ruptures deny xp. Lapses remove it. There were very strong incentives to kill both quickly. Created a sense of urgency.
That we are never locked in to a particular build for a character. The next generation can just choose different skills.
Shell armor enabled some fun situations where I could just throw my caberjack at the horde.
Synergy between hunter sound detection and alchemist flasks that go over obstacles.
What could have been better
Some of the skill tree decisions just seemed to be no brainers.
Eg. The hunter ability that increases damage if the enemy is less than half health is only useful if the hunter damage is less than half of the enemy’s max hp, which didn’t happen to me.
Hunters got too much xp
Since Ruptures and lapses need to be killed fast, hunters are frequently the only ones able to get into position fast enough to finish them off. That meant that my hunters got a disproportionate amount of xp. Having some mechanism to help caberjacks and alchemists with positioning would be helpful.
On my second playthrough, I am now skilled enough to get my low level caberjacks and alchemists kills, but it is still far easier to do with the hunters
Replacing Sagewrights very frequently
Since I would typically appoint my oldest heroes to be sagewrights, and I had 3 sagewrights guilds, I ended up replacing a sagewright on average once a year. This ended up being very repetitive, and could use some streamlining.
Not enough research options
I finished all “free” research around year 160
After that point, I had to confirm, “yes, I know my sagewright are wandering the halls” every time I moved the timeline, it was tedious.
When my sagewrights died, it wasn’t worth the effort to replace them.
No use for xp after hitting level 10
I got all heroes and relics to max level 10 around year 200
At that point, one of the more enjoyable aspects of the game stopped being relevant.
End game seemed to have very little advancement
After maxing hp and technology, there was only 1 goal remaining, and that was to reach year 300, and there was nothing I could do to work towards that goal other than kill everything as fast as possible and ignore all of the message prompts and interruptions.
Hero sort order when sorting by experience messed up at level 10
When all heroes have exactly the same xp, they appear to be sorted in descending order by age. I think sorted in ascending order by age makes more sense.
Lack of any mechanism to find relic/traits/personality on people
I think some sort of sort order/filter/symbol would have been helpful to deal with the organizational aspects of my characters
I appreciated that the Bountiful trait was easy to find when it was relevant
Impact of armor could have been better explained.
What does “armor”, “evasion”, “resistance” mean?
Lapse could remove level 10 too easily
This mechanic wasn’t fun to deal with, just tedious
Wrinklers are not affected at all by armor or evasion
The fact that the shell armor, flarrow, alchemist grass had no impact on the effectiveness of the wrinkler was frustrating
Yes, I could have used wonderwear, but then I couldn’t use sponge stone.
Sending in a sponge stone/shell armor caberjack into a huge horde and having everyone take a swing was super fun, and the bigger the horde the better. When wrinklers were in the mix, I had to use my hunters to kill them first, and that thinned out the horde. That decreased the awesomeness of the experience.