@sdee Out of curiosity, is it possible at the moment mod in more wall designs? Or is overriding the only option?
Only overriding at the moment, but we will definitely add mod support soon. 
Yes, yes it is
But in the meantime, you get great screenshots!!!
Very true. I think iāll caption this one:
Nihonjin meet themselves for the first time.
I found a small bug, I donāt have any Screenshots though.
Sometimes, you can harvest Berries from Berry Bushes that are not ripe yet.
Oh yeah, and the Pause Menu is really unresponsive when you press the āEscā key, and my keyboard is fine.
For some reason you have to double hit Esc. Itās like it has to close something first.
i noticed this as well, but thought it may just be something i was ādoing wrongā⦠![]()
Will the Dev Roadmap be updated when they finish smashing these bugs?
=/
Iām pretty sure itās something weāre doing wrong. ![]()
Yes, when the changes are pushed to Humble Bundle as well as Steam Unstable ![]()
yes, but iām afraid these rose-colored glasses iām sporting have a +1 to Fanboyism⦠rendering me incapable of placing any blame on Team Radiant⦠![]()
In the next Alpha, could you please make it that your Footman can not die so easily. Itās terrible because for the moment you would have a small amount of Settlers, and having two killed off, the only two Footman would be devastating.
well this is literally the first pass at ingame combat⦠balance is an ongoing/ever present challengeā¦
having said that, I havenāt lost one yet to those mischievous goblinzezā¦
My only two footmen died when they fought against a hoard of Goblins. The number of Goblin is overwhelming especially if you have a small number of footman. Having all footmen down would lead your village to being more susceptible to having all your wood taken.
It needs to be more balanced. Goblins should not overwhelm a starting player and Footman should not die so easily.
Me neither, because the other settlers help. 
Well, I still havenāt played that many timesā¦
@Relyss, really? My settlers besides the footmen do absolutely nothing in combat, besides get in the way.
Ah⦠Have you read this? It could be a reason too.
No, I mean they do run over to the battle site, itās that they do nothing to fight the Goblins.
this is all good feedback for the team⦠but itās probably more the case that that combat simply needs to be balanced, as opposed to more balanced⦠meaning, there likely hasnāt been much balance applied at this pointā¦
as for other units assisting, as @Albert mentioned, they should come to the aid of a footman, and then flee if they take damage themselvesā¦
with that in mind though, I wonder if weāll possibly have the option to ātoggleā a unit on/off as one who will jump into combat, or respond to the town bell ācall to armsāā¦
there may be certain units that you would rather not risk the damage, and have them stay behind while your ācheaperā units throw themselves on the goblin grenade⦠![]()
Well stated @SteveAdamo. We really havenāt done any balance tuning yet since the code has been changing so quickly. Weāll get there, but we didnāt want to hold up the release up for this.
I envision a few scenarios where worker combat will typically be used:
- When you forgot (or got greedy) and didnāt build a footman
- To defend against early rushes
- In tight situations where a little extra help can tip the balance of an engagement
Thanks to everyone for all the feedback! It helps us to shape the direction the game will take.
