I have suffered the ban problem, so it took some time to really sit and enjoy the update, but now that it is working for me, and I hope it will soon to everyone, I have the time to do some stuff.
The siege of Al-Meh-raya seems to be “working fine”, but it takes “too much” to reward too little. I know it gives a shift load of coins, but so does purges. However if you have game regular (not modded like mine), the “head first” way the combat goes, you lose a lot of thralls and resources to successfully invade the fort, and when you do, the rewards wont cut it.
Plus, if you grow your treasure by purge, you waste less resources and might get the “top” level faster.
Someone might say: Well, it is the raid itself.
The raid itself is not much more of a thrill than the purge, the combat itself. The main difference is like the siege is “going out” and the purge is “uber eats”, either you go after the loot, or invite loot to your door, but the fight and the loot is almost the same, but the price is way more for the siege, kinda like Thailand and dining out vs food panda.
However, after the update, an eventuality that was more rare before is now very frequent:
The attackes pile up either on tents, or on the fence, and they stay there, and you have to go there and fight them with some kind of orb, or anything, and again, if the game is not modded like mine, or set to high damage, you will take time to kill all those clogged fighters up there.
The tavern I understand is mostly a prototype at this point, and I guess the system for the barkeeper is a prototype for the future artisans, in which you can place them on crafting stations to work, or let them around for RP purposes, I guess. It is neat, the idea. Although, for RP purposes, there must be some fixes soon: