I don't understand why this game gets so much praise around here. I played through the Hispanola island and a large part of the next campaign (fully explored the land, did pretty much all the sidequests, pimped out the fort), but it got really boring and tedious for me. I've played on some sort of medium difficulty I guess (maxed out AI, 4% crits, highest injuries, normal damage, no random death, normal resources).
First of all, the combat is way too simple. I mean you'll fully understand the system after 2 fights and there's hardly anything added later on except new items and few abilities. Neither the items nor abilities change the way you play dramatically in any way. The items are few and hardly interesting (mostly traps and grenade-likes). As for the abilities - it takes a while to level up and get some active abilities at the beginning of the game, so early on there's hardly any tactical choice except for positioning. Even later on when I had several units with 2 or 3 skills available most of the time I just used the scout's sneak and feign to get extra flanking damage. Positioning seems to be the core mechanic of the combat. Pretty much the whole combat revolves around it - traps, grenades, flanking, attacks of opportunity, barricades, cover, range penalties, etc. Now this isn't wrong in any way. I despise games with menu combat (i.e. Pokemon) that don't handle positions in any way. The problem here is that there's hardly anything else to consider during the combat. Combat stats include damage, armor (multiplicative damage reduction), accuracy for the ranged weapons, crit chance and multiplier, movement range and endurance (HP). Building a complex system over such a small set of stats is not very viable. AI is not too bad, which is natural in such a simple combat system, but it's not great either. When I played the Hispanola island for the first time I rushed the main quest and the encounters seemed quite challenging, because I was facing superior forces in pretty much every fight. After I finished the main quest I realized that I couldn't do some of the side quests so I loaded an old save and did all the side quests before proceeding with the main quest and I completely ROFLSTOMPED all the fights without using any items where I had some problems previously. When you face opponents of equal strength to yours there's hardly any challenge at all. The mushroom fight is a complete joke without using any items and this shows that the AI is lacking.
I encountered 3 types of victory conditions: defeat all enemies, survive for 10 turns and get to an escape zone. I won each fight by killing everything. Survival for set time without killing the enemies just didn't seem realistic. The damage dealt by the enemies was way too high, which meant you had to kill some of them. Usually after you killed some of them you could just finish them off. The escape encounters were probably meant to be played without killing the enemies, but it just seemed too tedious and killing them all took a while, but was much simpler.
The 5 classes are all quite useful outside of combat, but in combat they seem quite imbalanced. Most of the time you're able to use 6 characters, sometimes fewer. Scholars seemed like a waste of slot since their support capabilities were too weak - using another soldier or scout seemed more reasonable. The hunters also seemed inferior to melee classes, but still usable. Melee did more damage and had guaranteed hits. Soldiers and scouts seemed about equally strong. They both had advantages and disadvantages and were useful in some way. The doctors were OK as soon as they reached level 2, but since outhealing the damage taken from enemies and playing defensively didn't seem viable in any way, they were just support.
Character progression and customization is lackluster as well. Leveling up gives you an opportunity to customize your characters in 2 ways. First you pick a perk which affects the character in combat. Most of the perks are either very situational, too random or just plain weak, therefore the customization has very small impact on the actual combat performance of the character. The skills are hardly interesting - after one level up you end up with 9 out of 10 points in the primary skill of the class. So unless you picked wrong classes at the start you'll want to max out the primary skill (which you'll reach at level 3) and then put the remaining points into arbitrary skill (hunting). You can also (un)assign equipment to melee weapons, ranged weapons and armor of any character at any point. Since it's dynamic and you can move it as you like, it's hardly any strategic choice (well, you need to assign it in some reasonable way before combat). Also it only affects the damage of the weapons and damage reduction of the armor. There are also several weapon types, but the only difference is that some deal extra damage, some have higher crit chances and some provide a chance to block (25% extra DR) and the chars are locked to one specific kind of weapon unless you spend a perk on getting a new proficiency (major waste if you ask me).
The camping and resource management seemed like an OK feature at the beginning of the game, but after a while it just became boring and tedious. Again, it's very simple and there's hardly any choice. You'll understand how to do it optimally after a couple of nights and then you'll wish there was a good automation tool (there's one and it's passable, but it could use some settings). The only case where the whole camping system could provide any challenge is when you have several soldiers wounded, but since the wounds only disable the soldiers, it doesn't really add much to the depth of the system except for decreasing your effective character pool (making it "harder" for a while). Healing and injury is only based on scripted events and incapacitation in combat and apart from days needed to recover and chance of degradation, there's nothing to it. HP management is per battle only. The invention system is way too simple again, crafting as well. There's not much involved with managing the resources. Obtaining them is usually quite random and most can be traded - the basic 4 can be exchanged in any way and some of the crafting materials can be bought for treasures in Hispanola (during the next campaign you can only buy finished traps). The "perishable" resources just need to be processed, again nothing special about it. When playing with the difficulty option set to normal for the amount of resources found you'll still get shittons of them. I tried playing with fewer for a while and it seemed that I couldn't sustain my army which would limit exploration. This would introduce some sort of need to manage the resources well, but I prefer the ability to explore all the available content. Also apart from using the resources for something useful, there's also a chance that niggers will steal some of your resources. This mechanic is OK and can be partially countered, but it's random and it might get frustrating if they keep stealing shit you're running low on and is hard to obtain in your current situation.
What I really had high hopes for was the character personality traits system. This seemed like a much better version of alignment systems used in most RPGs, which would force you to choose options compatible with the type of party you had. The problem with it was that there weren't that many characters to choose from and all had 3 traits so you had to take some that had conflicting personalities and sometimes when you were presented with choice, any option would offend someone. This didn't really matter in the end as it was really easy to keep high morale especially when you started promoting characters to level 3 and higher. Also the morale of a character only affected their crit chance (and even this was just slight), so it was mostly just a buffer you had to keep from depleting. So the whole system became kind of pointless in the end.
Overall I would say the game has potential, but it's WAAAAY too simple to be taken seriously. If they added more depth to all the systems it could be a decent strategic thing with some char progression and customization and some choices (call it an RPG if you want). Personally I feel that currently you will have seen everything the game has to offer after ~20 minutes of playing it, so if the setting and the art don't mean much to you, it'll feel like a tedious exercise of the same shit for the remaining part of the game.