So, I tried the new version, and I added some difficulty modifiers to "Expert" level. Well, I've been playing for a while, so I guess I am an expert.
The toughest one was, unexpectedly, the mana income modifier. Since mana is now needed for laws. But with some effort, the starting island can produce 3 mana per second (at 50% production reduction), and can probably go further. But I needed to capture and drain monstergirls to build new stuff, since all of my mana production was tied up in laws.
By the way, you can juggle laws - make a law, research what it allows, and then switch to the next law, and research that too.
Do you guys keep using the starter team for the next few isles? I'm still trying to figure out how to set up an effective team.
Starter team is quite solid. But you may want to breed something more powerful.
Things to consider:
* Compliance needs to be kept above 100. This is easy with Domesticated 5, if you're willing to go that far. You don't want to equip any gear that reduces your combat stats, so early on, that means just an iron or steel collar, and perhaps a tailplug of Aloise.
* Racial unarmed moves.
* Genes that improve moves. They need to fit a specific profession.
* Bloodlines of two starting characters.
* Cleric and paladin fitting the island's chosen religion.