I just finished a run today (ended with me getting easily dispatched by some bandits asking for a toll). Game is more fun with each patch - I am really a fan of the weekly message the MC has. Such a small change brings big life into the atmosphere and story.
It is also clear that a lot of work went into the beginner section, aimed for new players. With that, I played this run as if I was a new player, instead of just zooming for party members to crush combat easily. My impressions are as follows:
The hints are a really good addition, same with the Mutant Chicken warning message. I can only imagine how many people start the game and immediately go fight / die to the chicken.
My biggest suggestion would be to aim for a more direct approach. While a lot of the hints showed me how certain aspects work, a new player will read through everything and know exactly how crafting works- but won't have a clue where to go or what to do. The only hint they have at this point is to go see Billy to the South West. So they go and he's not there! At this point a new player will sit there and scratch their head.
I think this would make a good first quest (maybe disabled by turning off hints somehow?). The idea is that you wake up, and maybe you want to talk to Billy about something. Reaching his house could give a quest to go find him, with perhaps a hint to where to go directly. The only reason I knew where he might be is due to me playing previously - so maybe he leaves directions on his note.
Another thing would be to give a broad quest. We know food is important from the tutorial - perhaps a quest to get 'X' food type or 'Y' amount of food, and the quest would give a hint to go somewhere or talk to a person. This method of having a broad starting quest (the letter) with a very specific tutorial-like quest reminds me of the STALKER series, where they lay in the plot questline immediately, and slowly drip-feed specific & short 'nooby' quests that also help advance the main plot, or deal with something mentioned previously (in this case, the tutorial). I personally love that design, since it feels like I'm progressing towards the main plot without having to do throw-away quests like "kill 10 boars" or whatever.
While I get that a lot of the game is about discovering people and places, I think that many players who aren't familiar with the game won't make it to town. It's an issue with indie games, where a game could be super deep or super empty, and a player will have no way to tell from their first impressions - they might just assume 'this is all there is to it' due to them not knowing where to go. I know for sure this is an issue people encounter with my game, where they just don't know what to do and feel stuck, and then end up assuming there's only 15minutes of content and quit.
Otherwise, the other changes are also nice. The signposts help a lot, and I like that some paths don't have any and require the player to remember the geography/layout of the level to discover them.
The main menu is a huge improvement from the previous one. I especially like the background visuals.
Since I focused a lot on first impressions, I also made sure to note a couple of grammatical/phrasing issues and UI snags. While some phrases are grammatically correct, they end up sounding awkward. Perhaps they were intended, but I included them either way.
During the Tutorial
"Sergeant" instead of "sargeant"
"a note next to the door" instead of "note"
"I will search around for a suitable spot" instead of "I will search this place for a suitable spot"
"Meanwhile, go find some wood and stone" instead of "You will go, and find some wood and stone"
"Crafting requires resources" instead of resourcess
"Bring potato to Billy" instead of potatoe
"Low Quaility" on the Food Hint message
"Plain" instead of "Plane" on Hard Tack food description
"Crafted" instead of "crafter" on the hint to the left of the tent
"People like Billy who lives here" could be written as "For example Billy, who lives here, left a note . . . "
Talking to Zacharias
(first time I encounter this character - they're fun! Same w/ the healer girl)
"myself" instead of "my self" (happens a few times)
"individual's situation" instead of "individuals situacion"
"We give them the material goods they need"
Here are the only UI issues I've had
Tutorial quests block some of the UI when interacting with the fireplace too early
The top part is cut off - maybe due to overall window size?
Some other small issues: Only two resolution options (tiny window and full screen). Would be ideal if I could scale the window bigger, since I like having things in windowed mode due to having multiple monitors. Couldn't get it setup from the start, so I just left it on the small window. Forgot to check if I could change it from the game after the main menu, though.
Tiny bug near the oak w/ hole where you put in the coins - the terrain visuals don't match up with the walkable path a bit on the left.
Got the book "Mystery of Sinathir" (from the church place) but it didn't show up on the books tab? Getting it again told me I already had it, but I didn't know where it was.
Overall, a great improvement. With some tweaks and more noob-friendly handholding, you'll have something excellent on your hands.
Can't wait for the next patch!