Idibil,
Sorry, didn't mean to sound short. Here's some of the things that I don't like about this release.
The rest penalty - I get the quest for realism but it is a game and if I have to spend a significant amount of time resting what's the point of playing? I wasn't fighting when the penalty was building.
The heavy armor penalty - again what's the point? I've seen the arguements in various forums about heavy v. light armor and the trade offs, but most decisions break down to someones opinion with no real evidence.
The new prices for buildings - a poster above summarized nicely, but 29 weeks to see a profit seems high to the point where you don't buy buildings. In the last release I quit looking at buildings that weren't wine presses. Now I've just quit looking at buildings.
The food penalty - more to micro-manange, and I usually maintain a good spread of food but only later in the game. I was still starting out and this was affecting me. I understand the idea behind it but I don't see the food in the inventory as a menu but more of a main course/ingredient. They may not want to eat fish stew every meal but it beats starvation.
It is mainly the micro-managing of morale that I dislike. When things are going bad (losing battles, running, that sort of thing) sure, but I don't want to focus on morale otherwise.
This is my worry, in other games I've seen the "Quest for Realism" take hold and things progress downhill quickly. We are playing a game where you can hire a peasant and three weeks worth of training and a couple battles that peasant is one of the best heavy cavalry in the land. We wink at that but now we need to camp to keep everyone happy? I treat most games as handling the little stuff behind the scenes. Why do you travel slower at night in this game? I see the answer as it is harder to move at night and you have some resting going on in there too. The camp function represents a long term stay in one place.
I know it all comes down to opinion and for me some of these changes lessen my enjoyment of the game.
To finish on a positive note. I do like the new implementation for weapon breakage. I use my spear until it breaks (which I picture as being stuck in some poor guy) then take out my sword to finish the battle. Nicely done.