Playing on normal on 2.2.7 as Fenris story mode, bumped to hard mode after i got out of the red money-wise.
My main complaint/feedback is the slaver skill grind : i know it's been slowed compared to 2.2.3 (last version i played) but damn is it long, and with little to no indication of progress. And knowing the skills are decaying at the same time i'm trying to raise them feels terrible (this absolutely needs to be clarified, tell players the soft caps and decay caps of their MC! slaver journal entry maybe?)
The fact that you need an a+ training rating on a lesson to make progress is quite limiting, as you will rarely make progress with low-rating slaves as their obedience never gets so high that they'll focus on their lessons with the slaver properly. So early, you're not making progress because using schools for the slave to learn properly is the way to go (and not too expensive for low skills), or because your lessons aren't followed properly.
Once you're out of the red money wise (couple of d+ guild contracts) you can finally spend a bit more time to raise rating and find proper clients, but your slaver's skills are low! As a result, you get very little lessons in before needing to go to school again, so progress is slow. Seriously, most slaves only need one to two lessons to go from F to D rating on a skill so a slaver being F (D with clothes) feels really long to manage to get to D.
Finally skills are imbalanced in their number of uses - art getting 5, magic 2, medic 1 - so the progress in those skills is skewed as well, because you get less opportunities to train those skills. Raising my mage level from B to A has taken 390 days, training almost exclusively witch doctors! and that's my slaver's main skill with combat. Not sure when medic B is going to go up at this rate, if ever because of decay (which starts at B rank iirc?)
Starting with teaching level F and skills at F is a really nasty combo as a result and you really need a cushion of money to start grinding your slaver skills.
Combat and slaver health are still the easiest to raise thanks to the colosseum battles and food, followed by stewardship by cleaning/cooking yourself for a bit.
Now slaver stats... the numbers don't match what we're used to seeing on slaves. Slaver strength/libido/dominance is scaled 0-999 with rating separated on caps (A at 160 and S at 666). Slave stats are rated by rank with variance caps to the next value (+80/-20 at B for ex). My point is it's confusing. Also getting the stat to S with a 500pts gap from A is frustrating, it's really an annoying grind. Fighting amazonesses in the colosseum for a +1 strength on repeat feels terrible, and harder fog fights don't seem to give more than easier fog fights. Getting a +5 (didn't even count) for a young fiend i can one-shot with war cry+roundhouse kick and the same for a huge fog fiend i need to use 2 balms against feels just as bad.
Other feedback:
-I found Garsid at the border of the fog... i didn't expect him to play that kind of role in the fight. Nice touch.
-knowing the effects of clothes and things with numbers is a tremendous help, thank you for putting that in. any chance to add potential mood impact as well? otherwise some items just look like they do nothing.
-could you have an info window pop up with a recap of difficulty setting effects somewhere? been playing for a while from normal to hard and have noticed a couple of changes (-1 obedience, one more rule to give i knew from 2.2.3, questions have a punishment attached if not answered) but surely that's not everything, and being in the dark about it feels really weird.
-hovering an item in a shop can show you if the slave has an associated trait. Is that wanted? for example going to Steel Rose, animal items and selecting a pony harness (without buying it!) then getting out of the shop, you'll get the popup that you slaves likes being a pony if she has the trait.
-habit, taming and awareness still feel nebulous even after the tutorial revamp. some things will affect, some won't. some things will have an immediate impact, some won't. And i don't really know which it is or why in advance. Spoil, fear and despair are quite straightforward, devotion raises when fear lowers+no despair+slave has enough combined habit/taming/awareness.
-i like the color changes in fights, it's a better reminder of what effect's gonna stick wih which attack than before. still confusing though.
-cooking and ingredients stock could be clarified, finding the right ingredient combos to have proper meals can take a while otherwise. And it seems that the best meal possible isn't always prepared (is it slaver mood related? i've found that slave with high arousal/bad mood will not cook at her best skill)
Haven't updated the version since may 31 so i might have skipped some changes since.
Good job on the continued work, can't wait for the next stable release