Some reflections on my current game in the latest incarnation: .99e.2.
I've played about a year and a half into the game and am loving the new missions, content, and rewards. The new monsters (scorps were the only game in town when I last played) help alot to give a good platform for progression and keep early game missions interesting.
The much greater supply of apples helps alot with early finances, and once they become less profitable than other merch (forgery), the steady supply does a lot to make up for the fact that Rum is now a one-use item.
I love that I got some gems for my First Pyramid of Pain, as it gives a nice incentive to grind these out. Likewise, I like the new loot hauls on Military Supply missions. Getting Defender armor from these has always been a huge boost, but now also getting weapon parts like heavy couplings is terrific. The Ret Outpost with the Moon Flower rewards are another great example.
The better use of personal databases, and the ability to harvest disks from them is a huge improvement.
Also: The Junkmaster is now useful. Thanks for removing the health penalty.
My standard approach has been to rush to Air Car for civ traffic interceptions. I've then moved up to a main loadout of Pachyderm and Jetbike. The bike shoots down civ vessels only, and the pilot solos these in Defender armor and a domestic shotgun with rubber slugs for accuracy training. All other shipping gets tailed by the Pachyderm or maybe the Jetbike. I did build out an underwater "B" team with a Turtle in another base, and have had two undersea adventures. I was able to bring Mag ammo with Homefront rifles to my first encounter with Sharks, and they were more than up to the task. DeepOne nomads fared no better, and I've sent them to some bloodhound hunts for some training too.
I generally pursued a policy of exhausting interrogation on prisoners that could tell me about weapons etc, and ground through all the low level minions in all the major factions. I generally pursued weapon and armor upgrades over craft, but also with an eye to unlocking key facilities. I'm 42% through the tech tree with 17 brainers in my main base, and 10 in my Lab base (with expansion for 10 more in the works). I have one mint production base with 270 workers keeping us in business, with 2 other forgery production centers in development.
I waited a LONG time to build my Menace Class because of the restrictions to the Voodoo Schools it presents. My two favorite schools are Illusion (For Ghost and Witch) and Communion (for Saviour and Slave outfits). However, I can't get these schools together. I feel Illusion is strongest of all, but it only pairs with Destruction and Excess. The Destructor suit sounds awesome but I've never used it, and I kinda really don't like Darkones, nor Demonic Rituals etc, for both a flavor stance and a playability. So my only other option is the Illusion/Excess pair. Excess seems kinda weak, but I'm interested in seeing out the Fairy Outfit works. So I have a Fuego built, but not crewed. Overall, I think this is hardest part of the game, and I'd give my eye teeth to be able to get a codex of Communion.
Anyway, thanks for the great work on the mod. Still loving it!