As it were, before this update, there was very little basis for a meaningful economy, or a division of labor, in the game. All tasks implemented were fairly easily accomplished, even while running a one man show, and very little, if anything, could be said to have carried any real value. A new player could, before this update, get a hold of basically everything in the game (Stuff that we have, mind you, spent a year and a half implementing) within a couple of sessions of playing. A lot of you did! I do not believe that that is what anyone, really, wants. By making some of the cooler things -- such as having a house, or a nice set of armor -- harder to get, I think we have extended the playtime and, thus, the fun of H&H. I want to see people having to trade for things, specializing in a couple of skills, playing different characters, toying with the belief sliders, cooperating and building communities. If these things are not necessary, or even rewarded, then why would anyone do it? Steel, ladies and gentlemen, is hard currency right now. (And, yes, there will be minting in the game.)
Assuming a metal saw, a log cabin is now 18 trees worth of wood. That can be accomplished in an hour. The new smelting line might be over the top, and it might also be a boatload of fun. It's anyone's guess. This update is, indeed, somewhere between scary and awesome. But, as Aristotle rightly points out in the Nicomachean Ethics, genius always borders on madness.
Let's try this, see how it feels, and, as always, adopt, adapt and improve. Let me also remind everyone that this is an alpha, not by a long stretch anything even resembling a finished game. If you're not into smelting, go gang up on a bear! Farm! Build a road!
Replanting trees is a top priority. In fact, I'm considering dedicating the entire next session to the opposite end of the Nature/Industry slider.
I hope you'll enjoy this, the new furnaces are way cool. Or hot.

(Oh, and, on the response thing: It is perfectly acceptable to be skeptical of these changes.
