Reporting in.
The good: The AI works, correctly knowing its range and to turn and face a player trying to stare at their ass. ...Oh dear.
The Bad: Most glaringly, the AI have a longer attack range then the player. They have an easier time hitting a player running away then the player has hitting a chasing enemy. Combined with the attack startup, the new meta is click, move into base contact, swing, then back out before the enemy's windup finishes. While this is decently skillful gameplay, there needs to be better feedback. At first, I couldn't tell if my swings were missing or just not registering, because standing still and going toe-to-toe with a guard isn't enough to actually deal damage to them.
Second most important, Imps. Their attacks have a touch of the ol' phantom hits of the 1.0.2 build, but more importantly their sounds are FUCKED. I can hear the bastards as if they're right in my ear at sixty paces. I can hear them from the crash site! I was literally going out of my way to hunt them down and kill them to shut them up, that's a pretty obvious bug.
Less obvious is... Are Ferals supposed to be friendly? They're harmless. I saw the hint and checked, sure enough, they start dancing for you if you watch them with binoculars... and if you watch them without binoculars... or if they just get close enough at all. They flee when approached, and even when I chased one down and smacked her ass, she promptly floated up into the air, hovering with her limbs spread out. That... did look intentional, there were particles on her arms that looked deliberate, but then I walked inside her as only her feet had collision, and she promptly took off for the hills, flying away in her functional T-pose for several seconds.
The new map/main quest is... well. On terms of game design, I went out to deactivate all the orbs, because they were clearly visible and I'd played the older builds. I defeated all the guards for kicks because I saw them taking up positions inside the shield and wanted the whole set. I deactivated the shield, headed inside, quickly found out what to do, summoned the giant square dong, and... stucked. I circled the island, checking over the hints, and found the one for the orbs, as I had previously found the pillar hint and mistook it for the Orbs as they're mounted on pillars. Even then, I remained confused until I spotted one of the buttons and, on a whim, pushed it as it looked like a bug. I then circled the island twice more to find the other two, headed to the end, and that's all she wrote.
This is straying out of hard science and more into personal preference/developer's choice, but I don't like surprise scavenger hunts. It's not the mechanic itself, just... not as a surprise. I was racking my head trying to figure out which of the many decorative pillars around the island could be interacted with when I spotted the first button. A little more clarification would help prevent players from getting bored and leaving while trying to figure out what to do, the good ol' survivor's note or whatever.... But again, out of the realm of objective game design.