The little conversation/thought bubbles are visually distracting when zoomed out medium or far. I’d suggest having no thought/speech bubbles at all at a far zoom (except the most vital indicators for combat or distress), in the medium range zoom have something other than the fully formed bubbles. An unintrusive visual indication to show two hearthlings are talking. Then if the player cares for more detail they can zoom in to a close or in-your-face level to see the specifics. Kind of reminiscent of Rimworlds system of what it does and doesn’t show at various view zooms. Not only would this give players more control over the levels of visual clutter, it also adds a more immersive and intimate air to taking the time to eavesdrop on your tiny people. Players who don’t reaaaaally care about the personality side of things won’t have to see it all the time, and those that do will be getting up close and personal with the little lives going on.
I also can’t say I’m a fan of the various info panels on the bottom left of the screen being detached from the border, I’d rather the UI info was “anchored” on the rest of the UI.
Also I may need to restart my game for some reason, but a fresh install and boot, setting all the graphics to the highest and yet the anti-aliasing looks either really really low or not enabled at all. Despite being turned on in the settings.
Another issue I encountered in my 30 minutes of playing was that my fresh Trapper was too busy Hauling items around to go off to the trapping zone I had laid out. I had to turn off her hauling in order to get her to go and focus on her job. Some kind of priority/distance-to-job imbalance perhaps?
So far when I can be bothered to inspect what my Hearthlings like and dislike (not because I hate the mechanic, I’m just apathetic about it sort of) what I observe doesn’t give me many gameplay options. So a Hearthling dislikes wall lanterns. Great, that doesn’t mean I’m going to minimise or reduce the amount of wall lanterns around the place. Heck, it’s silly that a little medieval settler person would generically dislike lanterns, they’re useful things!
What I would propose in place would be more broad categories of like/dislike. So a Hearthling might dislike wooden furniture, or leather products. This gives the player the excuse to kit out their living space with stone or ceramic comforts.
Or if colour is going to come into it they love blue, so the player makes sure to give their room blue curtains, plant blue flowers etc
I’d see that as a more broad and meaningful system which gives the player more agency and angles to exploit, and you end up with more distinct cities. It’d give the game a little Animal Crossing style subsystem where players who are inclined can have fun meeting the likes and dislikes of their little people. Rather than the very specific and seemingly unworkable current system. (I DON’T LIKE LANTERNS REMOVE EM ALL OVERLORD!)