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| Villagers feel like they have a bit less (2023-11-01) During my demo I also got to Dark And Darker Gold make some into scouts, who can be set to patrol the local area or controlled directly to explore, and warriors, who fare much better in the RTS-like combat than unarmed townsfolk. This moment to moment management is definitely more fiddly than I was hoping, however. Beneath that simple surface, however, there's a lot of depth. Each villager has their own traits and aptitudes that affect how they perform and incline them towards certain jobs—such as a bonus in melee combat, or moving faster through forest. They also each have health and sanity to track, and must be manually sent to recover when they get low—either receiving medicine at a "balia" (a kind of bathhouse) or drinking away their fears at the mead tent. While health is lost as you'd expect, when they get attacked in the woods, sanity seems to drain slowly but constantly while they're outside the settlement, so it's vital to keep an eye on everyone's mental state as you go. The game very much expects you to micromanage like you're playing an RTS. Villagers feel like they have a bit less autonomy than they should—if you interrupt them in their work, say to move them away from danger or help construct a new building, they'll then just stand around waiting for further orders instead of returning to their main job. Keeping track of their abilities is awkward—I couldn't even figure out how to view their character sheet in-game, and ended up renaming them all to things like "Brawler" and "Reed Liker" between maps so I could remember who was who. —clicking around the map so you can buy Dark And Darker Gold follow your scout's exploring at the same time as maximising efficiency in your base and keeping your warriors alive as they clear out a nest of spiders. | Become a fan |