(Apparently, I am still not locked off, but this is in itself a bad call since the outside networks are going to lock us down sooner or later, but until that happens, I will try to relay as much as I can.)
So I actually managed to make some of the new characters, specifically the mushroom ones, and they are fairly interesting since they rely on fact they spawn mushroom tokens to benefit themselves, fairly good if you ask me, especially the fact they can farm more mushrooms to hunt more bosses, including the boss that naturally gives the materials to spawn them in the first place, if you weren't lucky to find a biome in the first place. The mountain/forest one apparently require seeding lots of spawning sources, but this requires a lot of waiting in it itself, which I am going to explain how the new workforce system works alongside it.
Normally you get about 1 per day, 2 with 35 or something reputation and then 3 at 90+, and higher alongside bonus starting ones if you play druid, something that apparently fits his playstyle due to reliance on king's support, and they manufacture and stockpile said resources till its time to collect them, saving stamina and time that would be spent otherwise collecting them. Naturally you have to collect them manually or by orders, which will consume the workers used, but is useful when there's a lot to harvest and you cannot collect them all quickly in a single action.
The natural alternatives, the scarabs for wood and worms for stone mountains, will destroy the resource tiles and not efficent when it comes to consistent resource harvesting, they are required in order to spawn special characters that are related to them, and that requires being lucky that the mountains/forests are in clusters enough before you can start having them in the first place. You can regrow forests, but if mountains are eaten before you want to spawn wanted characters, you have to find a new portal to spawn them in.
I found out that spirits now require stamina instead of mana in order to reshape on overworld map, don't know if seedlings are also in that category, but I am happy that stone element is finally usable on overworld map when evolving instead of pretty much required to give them medium and above size supported with mana transfer, or traits like diluted to be even upgradeable consistently.
Unique characters still require infusing seedlings or being lucky with gene adapter before leveling them up in order to be usable beyond early-mid game, meaning they still get mostly shelved rather than used in late-game aside from certain ones with very useful skills like the one that can resurrect characters, which can be used in daily arena to recruit gene fodder that can be turned into powerful characters long before you'll get them naturally, unless you use spirits at high magic power, which isn't easy if you don't play the shapeshifter.
The new unique characters are fairly solid for the stage they are usually supposed to be encountered at, the succubus homeworld one has a trait that increases strength growth at cost of lust growth, making it a no-brainer for creatures which don't care about lust anyway unless they have such skills in the first place. The naiad one boosts the trait owner per each character of the same species without the trait, but in order to unlock it, you have to play the shapeshifter due to fact you need to trigger it 5 times. The vampire insect one which triggers per one with trait with negative resistance is apparently impossible to unlock, since your main character cannot adapt traits from other characters.
As for the succubus homeworld - the new events are related to saving the teacher option alongside new encounters and a upgrade for said teacher at max level, but the fighting guardians option is still much more impactful due to what it gives, either a upgrade to said unique character(which considering the new elite system, isn't exactly great especially with heavy reliance on consumables to delevel it in the first place), or leaving said character in exchange for a condensed crystal and magic whip recipe, while also making portal ripper usable without said character presence, expect it only works once - it removes the passive from all portal rippers you have, including extra ones from fighting in city center, so once you get new ones after that by breeding or fusing, they will still get the passive that makes them fairly questionable aside from overworld teleports, but in that case, you would have a character with teleport skill. If only said effect was permanent, not only during an option, since it would make portal rippers useable overall without relying on a unique character that is better off replaced with a normal guardian. Oh and that's not mentioning in order to visit said homeworld, you need said unique character, so once you leave it in order to get a special recipe and a crystal, you cannot revisit it, which makes skill training in it inaccessible, and getting its characters such as shades.
I forgot to talk about the character that is only encountered there, the architect, which is a plant support that turns plants into mobile tokens and can make them bigger, which with essence that boosts plant tokens, can turn them from mere annoyance/support into actual threats, but that takes setup and actual builds.
The change to elites is by far the most important one - previously, only very certain elites were useable at late-game due to such heavy restriction, like obviously the guardian character once properly set up, while others were better off replaced by normal characters with high stat growth/skills, with the new change restricting 1 per species(including non elite ones, like unique characters/super hybrid on a non-elite), it means you can now fit other elites in a team, like a transport one such as dragons, but overall, it made certain elites that were questionable to use overall into fairly solid additions to the team, with or without normal characters in the mix. But also made the fact that the shapeshifter main character no longer has to suffer locking off an elite slot by transforming into one, meaning you can use other elites aside from yourself.
Any character with 50+ relation can be fired into a workforce, meaning starters already count for said requirement, but if they get the friend special trait, then you'll get 2, but you have to do their quests(which can give workforce themselves)for a while when you could have plenty of spare characters to turn into workers, especially at late-game stage where you'll breed so much, most of characters are spares due to not being perfect for required duties, but just enough for other tasks.
I think it's one of those games that completely overwhelms you at first, but if you keep climbing that hill, you'll find yourself doing most things you considered "hard" at first on mindless autopilot later on.
The wiki vaguely explains some things, and there's some tips displayed in game, but I believe the game would benefit a lot from a real tutorial.
Well yes, the game is fairly hard if you don't know what to do, but as long you do anything you can to keep up with newer challenges, like doing arena battles, especially ranked ones, and then relying on equipment to help with that, you'll be set up for early game, especially if you use king's soldiers to earn extra money from ranked arena using equipment to make them stronger. Or unstable portals, depending on preference.
But the worst part is not being explained how certain systems work due to fact the library doesn't explain them, only through trial and error I found out what certain traits do, where to search certain biomes, elemental seal spawn locations and so on.
Naturally, the most time spent is thinking at best decision to make the most out of time limit, and the longest one, is when fusing/breeding characters in order to get the perfect result, since most bred characters generally do not get all maxed genes you want, or traits you need, which means you have to improvise various characters, all rounders or otherwise.