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  3. [Test branch] New gameplay and experience optimization

[Test branch] New gameplay and experience optimization

This version has been updated mainly as follows:
1. Added the lord protagonist and the initial gameplay
2. Added the "text decryption" mini-game
3. Adjusted the ant mechanism to increase playability

There are also many experience optimizations, as follows:
Numerical adjustment: Educated residents can inherit more characteristics and are less likely to lose characteristics than uneducated civilians
Numerical adjustment: In the Eastern Border Trade, merchants increase the sale of corn and increase the price by 300%
Numerical adjustment: Increase the material requirements for stone walls and increase the total health of the wall (which will cause the built wall to show insufficient health)
New function: The generation of lords
New function: Arms: lords and knights
New function: The function of lord aura is realized
BUG: Due to the repair of the wall in the configuration, the health of the wall is increased, resulting in the problem that the original wall health bar in the archive is not full
New function: New building: Totem Pole (unfinished)
New function: Mini game play: "text decryption"
New function: The totem pole function is completed, the mini-game gameplay is completed, and the lord is automatically created when a new game starts.
New function: Before there is a throne, the lord uses the halo and automatically enters combat mode. When the halo ends, it automatically changes to non-combat mode (no barracks belonging to it).
New features: Unlock and upgrade process of Lord's aura
New features: When welcoming the Lord from other places, the Lord will bring a random number of followers
New features: Lord engagement
New features: Display royal emblem, optimize text games, and outsourced image requirements for the entire text game
New features: Adjust the translation document structure to facilitate translation (make plans)
Optimization: In the resident information panel, a help icon is displayed next to the happiness progress bar, which can quickly open the help file
BUG: After the elves become nobles, the debuff of doing jobs they don't like is not eliminated
BUG: In the resident list, when the age filter is 90~99, the list does not display the residents
BUG: The problem of recruiting people having no preference
Optimization: The default terrain is "plain", add a little bit of mountain to ensure that at least one mine can be built
BUG: Meat cannot be placed on the table, resulting in the problem of werewolves having nothing to eat
Optimization: When there are not enough porters, the shelves, etc. also generate a large number of porter transportation tasks, resulting in the problem that the free transport carriage cannot receive the transportation task
Optimization: Large boxes and material piles can be set to supply or receive goods when on the carriage route
Value adjustment: With the wisdom feature, the inspiration accumulation speed is doubled
Value adjustment: When food production is insufficient and cooked food is not enough for everyone for half a year, the chef should not drink
Value adjustment: When there are too many tasks to pick up items, the handyman should not drink
Optimization: Modify the appearance of the elves to distinguish them from goblins. The summoned elves are generated from the totem pole
Optimization: The ore dug out of the mine is piled on the mine door, and the number of items is also displayed on the mine interface
BUG: The problem that residents will get stuck on the spot when eating honey on the table
Optimization: When building, the work of cleaning the ground is not restricted by the construction sequence
Value adjustment: The highest level of ants is restricted by the overall monster level