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Food is a continued balance issue that's been eating away at me since the early builds, but I really want to keep the system, as it adds to the survival management aspect (which I would like to expand a bit in a future update). I'm constantly tweaking it, especially in the early game, so thanks a bunch for the feedback!
My recommendation for now would be to keep playing and see how it develops, though. It's normal to be hungry for extended periods of time early on, but it gets easier to manage once you have more characters to send on food-collecting errands. Heroes losing morale (you'll know when that happens, don't worry) and leaving is also part of the experience (it even unlocks some story content), but you can't lose anything or anyone permanently. Oh, and the game already prioritises hurt and/or down heroes when distributing rations :).
The combat gameplay, as for now, is great! I can´t tell much about current balance now, but the starting team (mage, knight, monk) was not only my favorite but one of the more powerful I´ve found before! (Then, I used to like some broken compos with Jester, too!)
Mage´s buff is buffed a LOT, it seems, but now I´ve noticed enemy armor is much more efficient at protecting them, so I think that using a party that wouldn´t lower or pierce enemy armor would be tough! Anyway, I am curious to find the new old characters :)
Keep it up! :)
Have fun unlocking/re-discovering the rest of the cast! The further away from the core three, the more they got changed from the original. :D
How about a) trading battle items for food, introducing some choice - do I want a leg up in battle, or more food?, b) an upgrade to the main camp that would produce tiny but reliable amounts of food (I don't know, a garden box on wheels with onions growing in it) that you have to unlock?
The next big update is going to bring an overhaul of the travel/survival mechanic, to make it less random and more strategic, as it's a recurring critique (and deservingly so IMHO).
For now, remember to always check the descriptions of all routes leading out of an area -- they include predictions on what resources are gonna be available in the next location, including food.