Well, I'll stick with my 0.88 fort for a while, since I just got to learning spells. I'll just give you some feedback on the patch notes.
Does Power Armour training only work for Earth Ponies? It should. Yeah, (that was a joke) there is Stronghoof, but for the most part Power Armour is for Earth Ponies.
> Power armour training is mutually exclusive with ordinary minigunners, flamethrowers, and assassins.
If I'm reading this correctly you still get a minigun or other weapon with Power Armour training, so OK.
> Scorpion power armor training only provides minor attribute bonuses and no minigun, though ponies in scorpion PA are faster and more agile.
I agree with this. Is it mutually-exclusive with battle saddles?
> Refine (25) alcohol, (5) oil, or (25) tallow into biofuel.
> Biofuel may be converted to flamer fuel or coke.
> Flamer fuel can also be refined into biofuel, but at half the return.
25 tallow is too excessive. It should be 5 or 10. Even after a year or so of being besieged by feral dogs, I had maybe 150 tallow with 3 kitchens. This is especially true if one were to get 1 coke for 25 tallow.
Flamer fuel is a high quality (bio)fuel, so the conversion should be 100%, both ways. Also, you should need more stuff to make 1 flamer canister than to produce 1 coke, in my opinion. Otherwise it becomes feasible to equip most ponies with flamers... Heck, I could take 10 mudponies, make them into a squad called "The Burning Raiders", upgrade them with flamers and sent them on patrol around the camp.
> Virtual Reality Simulator
> Allows the use of military and engineering hologems to train
The Stable-tec terminal does this already, right?
> New rocket launcher that fires incendiary rockets.
Sounds like a lot of !fun!, but I thought rocket launchers would fire projectiles that make exploding dust.
> Explosions are VERY !!FUN!!
Lol. Especially when there are friendlies around.
> Radiation exposure now has a low chance of turning exposed ponies into hostile ghouls.
Finally a good reason to have my ponies run away from dust clouds. I don't want my best armourer to turn feral.
> Chainsaws, rippers, and chainswords can now be disassembled at the workbench.
> Kinetic sledgehammers can be assembled and disassembled as well.
Energy Lances?
> New armor user training reaction at the armory.
Yay. This way I can have 10 or so Armouries and add all my soldiers to their profiles, so they'll train even when off-duty.
> Ordinary unicorns can now only learn apprentice level spells from a single school, determined by the first spell they learn.
> Apprentice unicorns can learn one additional school apart from their talent.
I'm not saying that I'm happy with this change, but it is in-line with the show. Few Unicorns are magic powerhouses, most just have telekinesis and a couple of spells related to their talent. This should be even more true when most magic was forgotten and it has to be re-discovered by Unicorns with hardly any background in magic. As for Apprentices, Magic Apprentice should still be able to learn all basic spells.
The biggest downside is that now I need a terminal for every school of magic and I still have to keep track of who knows what as otherwise there is no stopping ponies from trying to learn what they can't or what they already know.
Still, looking at how powerful the spells are, there is enough reward in soldiers knowing them for all the micro-management pains.
> Terminal, soda vendor, and destroyed robot dismantling reactions moved to the salvage yard.
I approve. I was a bit perplexed by Salvage Yard opening damaged civilian crates and Supply Depot handling everything else.
> Ghoul strength, toughness, and natural skills decreased.
Good, although I think I can handle them better now that I know how to make chainsaws early... and keep those frenzied bastards out of my shed. (That was a joke.)
> Batteries, Canisters, Wiring, and Deflated balloons divided into separate stockpile categories.
If I have more minor issues with stockpiles, I'll let you know. It is all in the usage schemes and wanting to have the things that go into a reaction next to a workshop.
> The bug causing robots to berserk some time after a successful upgrade has been fixed.
If there remained a small chance of them going homicidal after some time, it would still be !fun! Such a chance should definitely be implemented for brain-bots, which I assume will be at least on-par with other security robots. After all our spiritual liege, master Red Eye, said this on the subject:
"Once you abduct a pony against their will, remove their brain and put it in a mighty body of a powerful robot, the pony may be somewhat upset about it and use the new body to, kinda, enact revenge or something. So in fact the brains were only a middle layer between some AI and the actual motors - they handled image recognition, some memory, motion, balance, reflexes, speech, all the secondary functions while it was the simple AI that would dictate what is to be said, where to go, consume the abstract data of recognized images and actual meaning from processed audio and so on." > Redundant clothing items removed from all entities, and scrapyard burning reactions added for ones that remain.
If there was redundant clothing, I haven't even noticed.