Archery is overpowered, Infantry is weak.
To elaborate, there’s been a lot of feedback about the sparsity of feathers, which are required to craft arrows. The problem gets exaggerated if your map has a low concentration of chickens. My response to that should be “Stop relying on arrows.” Unfortunately that’s not realistic in the game’s current state. I’m noticing that most players are favoring Archers over Infantry, to the point where new migrants are immediately given a bow, placed on a wall, and forgotten about. Ranged combat is important, sure, but the player needs to be just as confident in the strength of their melee units. And that’s simply not the case. A footman in full steel plate should be a beast, able to slay a half a dozen undead before his armor starts breaking. I don’t think anyone would disagree with me when I say this isn’t happening yet, infantry is severely underpowered in beta v0.1.
If the player wishes to have their military presence outside the castle walls instead of on top of them, that should be a viable option. Farms and farmhouses shouldn’t need to be protected by walls. But that’s not what I’m seeing, nearly every screenshot of a settlement that has lasted longer than eight days looks the same to me, a fully enclosed wall laid out in some basic polygon shape crowned with twenty-some-odd Archers, no houses, no cobblestone paths, small farms, nothing even outside these walls at all.
If 90% of the player’s unit population is military and he’s hunting every single chicken the map provides in order to craft arrows, this is powergaming. It’s an unfortunate problem that it’s absolutely necessary to play the game this way. If you spend any time trying to build something interesting, that time is going to be wasted, you’ll be slaughtered by nightfall for neglecting your military. This shouldn’t be happening within the first few days.
There’s also been feedback regarding the difficultly level that has been positive, and if you’ve been following my forum posts or youtube comments at all, you know that I also prefer brutal difficultly. While this entire update might sound like my intent is to ‘nerf’ the game entirely, trust that this will never be my goal for the final product.
Timber and Stone should become more difficult the longer you play, but at this point it’s almost the opposite. I’ll be paying special attention to the game’s difficulty during the entire beta process. This will start with v0.1.1b., Infantry (and plate armor in particular) is going to see a boost.