And now, I finally reach the point where I have beaten the current edition.
You all know what that means: Time for the big ol list of "The Good, Bad, and the Suggestions". For Full disclosure, I am on "Easy".
Starting with the Good:
1: The Colony System is bloody amazing. It was everything I could have hoped for in regards to upgrading yourself over time, and I don't think you need to tinker with it all that much, beyond potentially lowering the costs of the knights/millileth production centers by about half. Feels like you have to spend ages chasing knights around the countryside to get everything leveled up.
I see a lot of potential here, especially with the future brothel system. I look forward to how you tinker with it, though I do ask that you not nerf food production into the ground. I understand not wanting to make food irrelevant, but at the same time, if I've conquered four different towns and loaded them all up with farms, I shouldn't have to be scrambling to keep my hilichurls from starving.
2: The whopperflowers are an excellent addition to the army. Currently, they are a little bit 'late-gamey' in regards to the current edition, but after you get ahold of either Eula or Shenhe the Cryo gate becomes a non-issue anyway.
3: The updated artwork for the units is pretty neat overall, and the Inazumans look gorgeous.
4:The Spiral Abyss was really fun. The mimiflora felt a little obtuse in terms of how you are meant to pop them, but overall I managed to deal with it eventually.
5: The updated music is also nice, and I second the opinion that you ought to snag some proper genshin pieces to replace all the goblin burrow stuff. The boss themes in particular were an excellent upgrade to how it was before.
6: The new hilichurls were sorely needed, as Pyro lacked a lawachurl altogether and Hydro/Anemo were a game of "These elements are useless till you get sama churls". More on that in the suggestions section.
7: The field update for the home base, after it was figured out, is overall a really good update. I'm assuming the massive cost on the statue is because you are meant to use all seven nations to upgrade it, rather than the first three.
8: Special NPC CGI is an excellent compromise after losing the units in question.
9: The stop movement option is exactly what we needed for strategy purposes. Well done mate.
...And then we get to the Bad. Keeping in mind that the game overall is still crazy good, even with the minor complaints:
1: I'm really not fond of the hidden node system. The Hide and Seek nature of it sounds decent conceptually, but I dread later areas where the map gets more obtuse as a result.
2: Mitachurls are in an odd position where they are somewhat useless to both ends of the game. Early game they are so rare that you will struggle to get a few going, and late game they are useless because Lawachurls are mandatory.
3: Getting Inazuma was cool. Being attacked randomly by ninja every couple of turns with no way to set up a blockade until you get the Crux ship to level 3 is not. Had I not read this forum and known they would attack at some point, I absolutely would have hit game over without realizing why.
4: The Cryo gate to get through the mountains is somewhat annoying, as you are essentially locked out of Liyue until you get a team strong enough to kill that Knight commander at the winery. Killing Diona should give you a cryo bonus or something so that way you can get the passage opened early.
5: There is zero reason to use either the anemo or geo trees right now, unless you are trying to sneak into the end-siege states of the main cities. Neat concept, but it needs a bit more oomph.
6: Threat management could also use a little bit of work, as it feels that when I'm ready to hit the next heroine gate, sometimes the bar doesn't want to actually let me. Have to ignore landmarks at times so I can burn them all in one fell swoop to piss them off enough to actually face me.
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With that all said, now we have the Suggestion section.
1: The whopperflowers could at least get a dendro element option. Feels incredibly silly to not have the plant element for the plant people.
2: Mitachurl breeding chances could be raised a bit for the early game, as it feels that by the time you can reliably get Mitachurls, they become obsolete because you want Lawachurls instead.
3: Potion costs could be lowered a bit. I basically never used them because they were competing with the anti-element barrier for Abyssal Energy. By the time I had the free energy to use on them, I didn't need them anymore.
4: The Unit Attractor could be a little less obfuscated. I used it on nodes for the purpose of trying to farm knights for the breeding grounds and sometimes it just didn't summon anyone
5: The first room in the hilichurl den now looks very silly with how open it is due to everything being brought outside. Any plans to add anything in there, or at least redesign the room?
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Overall, I think this update was an excellent stepping stone into setting things up for the Inazuma update. I look forward to being able to take down Raiden soon. With how Inazuma has some of the best music in the game in terms of battle tracks, I'm already enjoying whacking the shogunate you put down there for us to snatch up that katheryn.
I also find it hilarious that you don't have to change Alice since the reveal is that she is a bigger Klee. Worked out well for you there.
Speaking of reveals however, with all the talk about Skirk and her upcoming debut, they mention that she uses Abyss energy and masks it as Cryo. Will this be reflected here with her being Nycto element from the start? Or do you plan to just keep her cryo for the sake of not breaking the corruption system?
Arlecchino also presents a curious option, given that she is from one of the clans. Any special plans with her there?