First of all, I'd like to thank Jorb and Loftar for their great work on the latest release. I absolutely love the new terrain types, and the feeling of a more diverse world that they create. I would, however, like to second the critique on the new Deep Water system, for these two reasons:
1) It is crippling to gameplay.Most of the map is made unreachable because swimming is a death-sentence, even for highly experienced players who have been playing for months. Moreover, new or non-combat-oriented players will die immediately, and with no way to tell that they are about to die. The current swimming mechanic is extremely harsh, and as designers you are punishing players for their curiosity and for exploring... and beyond that for not reading the forum. That's vastly unfair, and is a great way to drive off both new and long-term players who have committed many hours to this game.
As a game designer, encouraging stat-grinding, much less
-necessitating- it, is a terrible design philosophy. As a relatively new player, the prospect of requiring me to spend months collecting specific ingredients to make specific foods to increase my character's constitution by 90 points before I can cross 4 tiles of water, and get to anywhere aside from the starting area, is almost enough to turn me away from the game. In a reasonable design, even a new player who has spent the points on the Swimming skill should be able to cross the minimum width of river (~4 tiles) one way, when at full Stamina. Threatening permanent death by drowning unless a player has committed weeks upon weeks to the task of raising their Constitution is simply poor game design.
2) It is extremely unrealistic.Even a person who has never swam before can at minimum flounder in deep water long enough to get back to where they can stand above water level. Moreover, children can cross lakes and rivers with little practice. Carrying a rucksack full of goods while swimming may present challenges, but as a moderately competent swimmer, I've managed to carry small things while swimming, have crossed small lakes, swam against moderate river currents and waves, and so on. A trained swimmer can even rest on the water by floating on their back, and expert swimmers can cross bodies of water as large as the English Channel, swimming continuously for over 13 hours.
To illustrate swimming realism, here is an anecdote: I've witnessed a jet skiing accident while swimming in a large lake, and when one rider was stunned by the collision and fell off of his jet ski, I swam out from the shallows of a lake against reasonably large waves for about 60 meters, along with 4 other people. We helped the stunned man back on to his jet ski, and then swam back into shore for another 60 meters, without stopping. I'm also a rail-thin geek of a guy with very little strength, and I tire easily (I've probably got a H&H Constitution of 20 at most

). The other swimmers were a rather large fellow, and a couple who looked about as fit as I was... none of us were extremely tough body builders or experienced lifeguards... just regular people. Granted, I was exhausted afterward, but if I can do that, I'd suspect mighty Iron Age Germanic Warriors to be able to cross a 4 meter stream with little to no effort.
Suggestion:My suggestion, for what it is worth, would be to reserve Dangerous Swimming for those who want to swim against raging rapids, or cross a large lake. However, if you are committed to this design choice, you should at minimum provide a game mechanic that will allow "Drowning" players at least a single chance to return to shallow water before their permanent death. I know at least 4 long-term players who have lost most (60-100%) of their progress in this game, which represents 1-3 months of gameplay, in an instant due to the current Permanent Death System and Drowning. I'd hope you would agree that this is vastly unfair to players who have supported your efforts for these months, and that you understand their frustration. Honestly, I think that the issue of drowning itself is not the only problem, but just illustrates the excessively harsh manner with which you address Player Death, but that is another critique for another time.
Here's hoping that this critique is received well, and that it's of value to the design team. Keep up the great work guys, and thanks for all your continued efforts.