
There was no Localizations being weaved in at this point of any sort that I know of. Along with No rep, you got the Legacy customer style, and no official or proper customer queues (Having people lined up to order from you, the first model of multi-customers. The Old Smithing Radial and radial tier 2 Only the two hand pickaxe head exist, but at this point, the game didn't care if it was two hand, and, the Blacksmith could wield the "Not created item, can't be sold to customers" one hand and polegrip if it had a pickaxe head on it that the blacksmith could use.
speaking of torches and related - No Mining hat at this point I don't believe. Can't Move Building/world based torches. Of course also, since the ability to dig into the map or place dirt, is a new experimental feature, that experimental version 0.1.2.035 on the main branch (because of reasons) doesn't even have, Neither does 0.1.1T - No Bandits, No digging, No Gems (Crystals and Gems are seen as different). speaking of snaps - Ingot snapping shelves didn't exist yet. which to put it another way, Ghost/Blueprint connect showed a "ghost" of what you were going to do, and it snaps in place to where it goes on parts - Drop connect just a matter of putting the "connection points" "near" each other. It was only "Drop connect" which uses "drag and drop" (right click drag items) to assemble. No Pickup and Place (Hold 'e' while looking at items that can be picked up in this feature) - And as an extension - "ghost connect" assembly, which used Picking up and placing them items together, didn't exist. There weren't many in-game reset functions - Like the stuck buttons. It was just a rough parchment sheet like the notes on the board in your room, and not the cleaned up and more refined handbook
speaking of not really having its own.The interface for it was pretty basic - it didn't have its own like, actual pieces aside for the customer structure stuff themselves. No Plank Pile in Custom Structure feature.No Travel hub nor fast travel means - The NPC portals were at this time, just that.Couldn't get into the inner walls without glitches in some way, No Tavern, No Alchemist, No Master Blacksmith, the only non-you items were unusable crude-looking tools - or in the hands of other people already - Honestly very little point in actually coming over to the place and as mentioned, Not sure it technically "was" Northerlm at this point Northelm - Small multi-story buildings.Less designs of things, and no skill books for unlocking them or more.The quality system was WIP, A lot of the parts were being conceived and toyed with, but had no impact.Tree quality was still very basic/random.They are "removed" when the engine stops for that particular session, and they're recreated when reloaded Tree Planting didn't exist yet - Though, this I don't believe was an issue in this older version as trees were not tracked by the save/progress - They were generated by the engine.No Character customization - Speaking of which, the base model(s) were of a.Ore was Entirely random and distributed through 'Veins" which looked simply of super-sized versions of the ore themselves.The path to the tunnel was either longer, or, more of it was "uncovered" - it was a very long trek from bridge to end of the cavern, and only very little reason to go in.
The Bridge to The Tunnel was less complete / less realized. The crystals didn't really have names are as much attributes as they have now. There was only two major puzzles, that i can remember. The land didn't really have a name for the most part, That I can remember. The tail? was simpler for a lot of things. This is a list mostly from the perspective of looking AT the 0.1.1.1 version, the points are listed as these were things of 0.1.1.1, or, commented as 0.1.1.1 not having the feature - This is not a list of whats in 0.1.2.035 (main branch, experimental version due to reasons) or 0.1.2.044 (experimental branch public) or rather, Not listed in the way as to say these are how they are in those versions