My honest review of 2.5 after playing a bit ( a bit more than a bit already, jeez)
Honestly, the new RWG improvements are huge. Tiny improvements here and there and I find it difficult to spot jarring landscapes or features. Get it? jarring. Smell? 10 out of 10 implementation. Rotting can't be implemented due to overhead I guess, but this is great, I am enjoying it a lot. Jars? the option to keep them or not puts an end to whiners, it´s a whine-whine situation. I meant win-win, because this is good. I love the "best of both worlds" approach for this new gameplay design tweak.
I recommend THIS next feature for the next patch, which is easier to do than implementing a whole lore-friendly convoluted situation in which people and traders get rebuilt and rehired.
Another jarring thing is traders. Not only in 2.5, but it's been happening since they are in. Invulnerable, impossible to kill, immortal, bedrock-glued traders.
The possibility to get wandering traders that transfer current active or inactive quests to the next one if killed and can be spotted on the map with a skill or item is a must. Also, these traders should spawn on a prop (kiosk or whatever) and should be able to also be killed, and the process of respawning would restart. They wouldn't interact with the player at night, they would just get inside whatever thing they've got and might be killed too if happenstance happens.
Also, Invulnerability of their compounds should be optional in the starting game options.
Remember the original quickstarter goals? Forget that. Remember the actual DESCRIPTION of the game? And I quote:
Build – Design your fort to include traps, electric power, auto turrets, automated doors, gadgets and defensive positions to survive the undead in a fully destructible and moldable world.