Hmm, melding seems seriously gamechanging, and as others mentioned, will further the gap even more with current formula, not tom mention spires, that could possibly allow creation of massive juggernauts in mere seconds.
Not sure if making melding stat dependent is a good idea, as it will ad just another wall in development, hard limit sounds much more reasonable, as it promotes trade, instead of hoarding curios in order to bump them indefinitely. There's one use for stats i'd see in that mechanic if ever, similar to gilds - adding a % chance for another "meld", slightly affected by (for example) mentioned will, decreasing with following gilds.
A melding magic could be a thing, it would add more exp dependency, which encourages actually banding together and/or exploring, and decreases relevancy of bots.
Love the terrain height update, it puts actually using the terrain as an actual fortification device, as well as it actually matters when picking ambush location or hunting territory. Not sure about "power-ups", the arcade feel seems a bit silly with the game's theme, but it's just a personal opinion, we'll see how it plays out.
Grass sounds a bit too forgiving on paper, especially after last update that's even more forgiving to players. Depends on stealth time nad so i guess. Actually involving stats in this one could on other hand give more relevance to tracker and archer characters again, so it's worth a thought. More variety in builds and combat styles could be a breath of fresh air, and straying a bit from focus on melee would mix things up a bit.
Cheers!
Edit: Basements look gorgeous now!

Last edited by Tsutla on Thu Apr 27, 2017 12:48 am, edited 1 time in total.