So having played the recent build I'd figure I'd weigh in on some things that could do with some tweaking.
A) I played a bit and found the flower biome and got a beegirl from there. She wasn't anything particularly special other than she was able to make food, but I found she was decent for milking in the farm. So in an effort to breed beegirls to improve their milk capabilities (via busty and fertile) I had my Evo character shift to Beegirl form, and produce eggs with the one I had. This produced impure Centaurs (Centaur/Beegirl genetics) because apparently special forms do not grant you the genetics for said forms. Probably an oversight, but I thought I'd point this out.
B) Road building and improvement seems to be largely pointless. With portals being a timed thing, i dont see the real benefit to making roads. Sure you can get "somewhere" a little faster and without as many fights, but rarely is there a place I'd like to go that I can't just spend a little extra time getting there. If I stabilize a portal because it has a special biome, then time isnt really the issue there. If we want to make these things useful, might I suggest some other methods of improving portals down the line? For example, next to roads you can build villages of the local species that need to be adjacent to a road and can generate some resources based on their surrounding hexes, like food, stone or lumber. buildings constructed adjacent might modify the villages such as a tavern for potential recruits to show up? Obviously this option would best be used with stabilized portals. For balancing I'd suggest that resource amounts (like, food, wood, and stone) are based on surrounding hexes rather than portal modifiers, but gold generated (lets say you have a market that converts resources to gold) is modified by portal modifiers.
C) Okay, I get it, Creation has a massive boner for slime and tentacle spawns. But can we get Portal.co to blacklist her from stabilized portals? Its really annoying to stabilize a portal, get distracted a couple of days doing other stuff, and coming back to find tentacle hives popping up like weeds. I ask this, because I assume that if you are paying gold and crystals to stabilize it, you should have some control over what goes in and out of there.
D) While I dont mind difficult missions from the king, can we make it so that all ocean, air, lava biome maps generated by kings quests open over land? The problem is that unless you spent a while prepping for these maps you are highly unlikely to have the support to take them on because you practically need to build a team for these places. Watermount, Lavamount, and Airmount (afaik) dont actually grant entrance to these realms despite the species with these traits can ferry people about no problem.
E) Can we make any monster that has the Quest_NPC tag un-sellable, un-donatable and unfusable, yet the tag allows them to be "abandoned/sent away" without a morale loss. this will prevent people from accidentally missing a kings quest because they sold one of the npcs he sent you, while still allowing for their removal if something should happen.
F) The spirit system is nice, but it suffers from a major flaw. The spirits are basically useless in combat, and cannot gain exp from anywhere else except maybe training. Training is either expensive (spending 300g a pop at the arena) or tedious. As you can go to a portal, step through and use a trainer in camp to give exp, or do actual fights. Training on maps has another problem in that once the spirit hits its cap you can't evolve it without going home. I've discovered that training fights in the arena arena can provide exp, but the flaw there is that you need some buffed out characters to carry the spirits. It would be nice if spirits could participate in the student task in camp to generate exp passively.