After a quick check, this small patch improves the visuals by dressing the UI where it lacked. Still some places to fill.
Does not look they added loot to places that lacked it and considering the small size, it shall not complete unfinished areas.
Does not seem to add human AI to the mix. It reworks the zombie AI. Up to that patch, zombies were designed to avoid kitting by being given lots of AP, enabling them to move over ten + tiles and still have APs to grapple, bite or lash.
They changed the way, zombies now no longer move up to the party but stays in a between so that when the humans close in, they run out of APs to perform their attack.
Apparently, and consequently, fleeing from combat is still not an option. Once spotted by a zombi, it must be eliminated or you have to move around the map in TB sequence.
A few tweaks here and there to create artificially dire situations: it looks like the generator is permanently disabled so the penalty is applied every night. This (and a few other things) to avoid morale ramping up, pushing the player in a no trouble run.
This kind of trouble was intended to be a consequence to failed scavenging runs but they do not exist at the moment, so artificial penalties must be inflicted to put the shelter in crisis time.
Places to collect food are also made scarcer etc
Looks like they also favour material findings slightly to help players build upgrades. Maybe not.
The next big update is going to be needed to see where it is going, what density of zombies etc
It is nice that they are still adding new features and not just fixing bugs. This game has a lot of promise but I doubt it will be the gem that it could be if they insist on releasing the game this year.
They must add new features, they could not deliver the game in the state of the first beta release and could not deliver the final version in the current state at first glance.
Too many things are missing right now.
With three months and half left, hard to see the gameplay salvaged and they must salvage the story side.
At the moment, there are zombies and zombies with guns(weapons) That is all.
They must find a way to wrap all the story elements up and merge them with the actual play as performed by a player.
The game is story driven and they must find a way to force the player to stick to the pace of the story.
They must add the classical introduction to the neighbours to remove that zombies with guns thing etc
When knowing the map, with the level of danger being roughly equal in each location, hitting the big places first is the way to go.
They added a sort of limitation: when the party is not returned before midnight, they are considered lost and game over.
It helps to reduce the range that is possible to travel. Being able to camp would mean access to the whole map, no car required etc