I'd like to thank everyone for writing their opinions here, it's helpful even if most people have differing opinions

I know I was critical in my first reply here but I've been thinking about it and I agree there are balance issues that should be discussed and a lot of the stuff people have written here is very interesting.
Most of the balance changes we've made so far have centred around one principle:
No "technology" should be useless, or inferior when compared to another technology. All technologies should serve some purpose and nothing should be skipped from the game because it's never useful. Weaker technologies should still be useful because they are faster or cheaper (e.g. militia are very weak compared to other units but very cheap so they still serve a purpose)
Here are some examples:
1. In the past crossbowmen spam was an almost unbeatable tactic. All other units because basically useless, except for melee units which could be used as meat shields while your crossbowmen did the killing. We "fixed" this by reducing the accuracy of archers.
2. In r3392 food was basically useless. If you made a food production you would have less army than players who didn't, and there would be no real advantage from the food you produced. We have "fixed" this by making the hunger system like original KaM.
3. After fixing food it became apparent that wine was basically useless because it was very expensive to make and only restored a small amount of health. We've "fixed" this by reducing the number of fields required to 9 and the amount of health it restores increased to 30%.
4. People said that in r3392 bowmen were basically useless because crossbowmen are so much more effective, and bowmen aren't that much cheaper to produce. In the release candidates bowmen are now slightly more accurate than before, I don't know whether this has addressed the problem though, nobody has given feedback yet (see below).
5. At the moment axefighters/swordfighters are basically useless. They are marginally better than lance carriers/pikemen, but not enough to make anybody use them. This is sad because it's 2 units from the game that basically go unused, along with their awesome ability, storm attack! Same with scouts/knights to a lesser extent, they're still useful because they're so fast and manoeuvrable. Adding an extra lifepoint to units with a shield seems like a good idea to address this, I think it should be tested.
6. Regarding the market, it needs to be balanced so it is useful in itself, but so it does not make any other technologies redundant (i.e. there should always be good reasons to produce resources the old fashioned way rather than trading for them) I'm not saying this has been achieved effectively yet, we'll welcome suggestions for changes though.
Balancing these things is very difficult, that's why we do beta testing and listen closely to our community. Your feedback is very helpful.
It would be nice to see more variety in tactics that are effective such as:
- No swine farms, wine/mills/bakeries for food and extra stables where you'd usually have swine farms, then lots of iron production.
- Sausages+wine for food, meaning more corn can go to the stables.
Units with shields:
Currently axefighters and swordfighters have 3 lifepoints, knights and scouts have 4. Lets test it with +1 for both of them. (so axefighters and swordfighters have 4 and knights and scouts have 5) To be honest I'm not sure we should change it for knights/scouts, 5 is a lot of lifepoints and they were already more useful because of their speed.
Here is a patch FOR THE RELEASE CANDIDATES ONLY:
EDIT: This experimental file was removed. We will be testing other ideas after this release to find a solution, stay tuned.
Do NOT install this in r3392 because it will just crash the game and ruin it for everyone (no, you can't cheat like this it doesn't work). In the release candidate it will not let you join a lobby if the host has different data files, so you'll know whether players are using the changed version.
To install it, browse to "data\defines" and extract it. Delete units.dat and rename one of the two files from the zip to units.dat (unit-shields.dat is the changed one, unit-original.dat is the old one in case you want to revert)
Hopefully you can organise to play a few games with the change and see how it goes. Please post your feedback when you do. Make sure somebody still makes lance carriers/pikemen so you can compare it, you can't tell how well it works if everyone is using axefighters/swordfighters

Please remember, this is only a test, it won't necessarily be implemented.
Towers:
I see the point that camping behind 15 towers will be more effective now, but I'm not convinced it will be that hard to counter. Maybe somebody could try it? Play a multiplayer game and camp with towers and see how effective it is? (make sure the teams are fairly balanced though)
To those who say towers are overpowered, If one tower kills on average 3 units, that's costing you 3 wood + 2 stone + your labourers/serfs valuable time that could be spent on other buildings to kill just 3 units. I don't see how they're overpowered. Mostly towers are only charged once, so each tower usually only gets one chance to throw the rocks, it's rare in multiplayer that a tower is filled up again and throws all the rocks a second time. And also some towers are inevitably avoided because not many maps only have one really narrow entrance, so the person building them gets nothing from those towers but wasted time/resources.
Longer games:
This is definitely not something that we want. I don't think the food changes have made a big difference though, people still have quite large armies after 1 hour peacetime (especially people who have adapted their strategies). If you want to play a game with an epically big battle sometimes you can increase peacetime by 10-20 minutes for that game. Also our planned multiplayer mutators like "no hunger", "speed up during peacetime", etc. can be used (when/if they're implemented) if you want games like that in a shorter time period.
Archers:
Compared to r3392 archers now target units randomly rather than always the closest target. This means their fire is less "directed" and so inflicts less damage overall because units restore their lifepoints when archers aren't killing them systematically one by one. To counter balance this we've made them slightly more powerful. Also bowmen were made slightly more accurate than crossbowmen, previously they were the same. So far nobody has given feedback on these changes. I think the random targeting is undoubtedly better, but I think we might have made them a bit too accurate, what do you think? And has anyone noticed bowmen are more effective now? We need feedback
Release schedule:
This release candidate seems to be very very stable, so from a bugs point of view it's just about ready for release. However as I've mentioned about the balance changes haven't been tested enough. I think we'll probably end up doing a 3rd RC in a week or so because some of this balance stuff will probably need changing. I'd personally rather delay a bit and get it all sorted out. Better to do a lot of balance changes in one release than over multiple, so people don't have to adjust their strategies a lot with every release (no doubt we'll get complaints about these changes anyway from people who liked playing without hunger

).
I haven't discussed much of this with Krom yet, a lot of what I wrote here are my personal opinions and not necessarily the opinions of the KaM Remake developer team. For those of you wondering why Krom isn't more involved in this testing process, I usually organise the beta testing while Krom continues coding stuff for the next release. Of course we still discuss balance changes/tweaks together. This wasn't really planned, it just turned out this way, I guess we just naturally do what we enjoy/are good at. To be honest I don't mind this kind of coordinating/testing/balancing stuff, and Krom is certainly more skilled than I am at refactoring code and navmeshes
