Manywhelps: Hah yes, Fast Travel has already made a fairly large difference to the game world internally. That plus the new inventory will take away the two largest issues that we think exist in the game right now.
Feedback here is just fine!
1) Shelter spawning. Yes, it's a technical reason. If I remember correctly, it's because we don't allow you to respawn in closed gameplay environments because it causes issues with the save system. Simplest solution at the time was just to respawn you outside. We'll be looking into solving this in a better way for final release, but I think it will remain at least for the Joy update.
2) Re-locked doors should (generally) not be correct! The only time unlocked doors should be reset on save/load is when you quit part way through an encounter - we typically reset encounters back to a stable state to avoid save/load problems if you quit part way through. If you can recall specific examples, we can look into it.
3) Subtitles: damn, Daisy. That looks like a range bug, where the game thinks the speaker is right next to you (but obviously isn't). We should be able to address that before 1.0.
4) Chem stations do exist in shelters, just not in every one. They're a progression marker, so I believe you should find them on Maidenholm.
5) Your phone booth/door overlap is a world generation bug. We'll address that to the extent we can before release, but I'm afraid it will remain an issue in the Joy update (we're working on gameplay right now, rather than world gen, but that changes soon).
6) Terrible Life: yes, that's a bug. That god damned quest. Should be addressed with the next update.
Thanks for the feedback!
1) I see. Guess until the final release I should be careful not to quit the game at nighttime :)
2) I don't mean doors I lockpicked, but doors that are simply just "locked", and can easily be unlocked. For example in the first shelter I always leave the door open, because I have no reason to close it. But almost half the time when I return to the shelter the door is not only closed, but also "locked". Yes I can easily unlock it with just 1 button, but still, first time it happened I thought someone broke into my shelter.
3) The most annoying subtitle so far was the "I'm late I'm late from a very important date!" one. I could not get rid of it,
no matter what I did! Finished the encounter, restarted the game, went far away, no matter what I did it did not go away. I was thinking about killing the guy, but after finishing the encounter I could no longer find him anywhere. It actually forced me to start a new game =/ (btw thank you for being able to skip the intro :) )
4) I see. I haven't made it to Maidenholm yet. At least the house with the Chem station spawned right next to my Garden shelter, so it's just a short walk.
I also remembered something else. Sometimes I see a large group of Plague Wastrels in the 2nd Garden Island in broad daylight. If I run a short distance away and return, they simply despawn. I don't know if that's intentional though.
It happened thrice. Twice on a road in the wilderness between two "settlements". First time I ran among the trees, turned back, and bam, they were nowhere to be found. I thought they scattered among the trees, but I found nobody, not even normal Wastrels. Second time (exact same place) I did not run that far away, and I observed them a bit. They minded their own plagued business. When I got bored watching them I went further away, came back, and they despawned.
And once happened inside a settlement. I sneaked to the back door of a house, then two Plague Wastrels exited the door. I ran a bit away, came back, and the Plague Wastrels were gone. Inside the house were normal Wastrels.