There is new trader music, combat music and base music (when the player is not in a known threat situation)
I like that.
Btw, in a19 you've talked about a reduction in perks. There is a bit of a problem with tools in particular, resource yield bonus and balance. Tool and resource yield perks are both in strenght and, while it doesn't take full STR to get them, it does kinda force you to get them if you want a decent quality, durability and/or yield. After all, resources in this game are the main plot point.
Current problems:
1.All tools under a perk under STR. You won't improve them in quality if you don't find a better on, which would be good if all the attr were equal or partial to tool decelopment. It isn't good because you can get to tier 5 in less than 8 real hours (level 12). And godly resource yield in just 10-12 hours (level 17). That's early game.
There are quite a few solutions to this, and I suggest for you to explore one:
1- Get rid of the tool perk. Tool quality (any) could improve each 2 levels of any Attribute regardless of the attribute and in a non stackable manner. So the first attribute to be bought to level 2 could allow you for lvl2 quality, attr 4 "" yellow, attr 7 "" green attr 10 blue or something like that.
2- Wrench is non essential to gathering basic resources, as one can live without it, so it can be separated.
3. Resource yield is a bonus that can be unlocked in a rewarding way:
If you cut down 100 trees then you get to level 1 of the former perk and get more resources per tree, cut down 300, get more yield as you automatically advance to level 2, 500 hundred level 3, 1000 level 4 and whatever level 5. Once you achieve the top you get the equivalent to the full perk.
Grinding? Not really, as you will most certainly cut down or mine quite a bit during your gameplay, if not, then you needen't do it.