How To Access The New Beta Version
[p]The new version content has been updated to the Beta branch. To access it:[/p][p]Steam Library → Right-click the game → Properties → Betas → Select "Beta" → Launch the game.[/p][p]
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Animals, aquatic products, and crops can all suffer from plagues.
[p]This will lead to reduced food production.[/p][p]You will feel that survival is more difficult, and will also feel the necessity of war and storage.[/p][p]However, it won't kill people outright; daily food intake can be adjusted.[/p][p]If daily food consumption is less than 60% (6 portions, full is 10 portions), health will be deducted, but very slowly, so death won't come easily.[/p][p]Animal plagues only affect sheep and chickens (food sources). They cannot be cured, so the only option is to stockpile food as early as possible. Other animal companions will not be affected.[/p][p]
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[/p][p][/p][p][/p][h2]There are also difficulty options that increase food production.[/h2][p]There are also options that reduce plague frequency.[/p][p]
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[/p][p][/p][p]Solutions, or strategies, provided include:[/p][h2]Trading fish, rice, and meat[/h2][p]Can quickly obtain food[/p][p]
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[/p][p][/p][h2]Prosperity + Trade[/h2][p]Bedrooms and clothes can increase prosperity.[/p][p]Prosperity allows inviting caravans. The further the distance, the higher the prosperity requirement. This means that by building rooms and making clothes, you can invite more and more tribal caravans from further away.[/p][p]
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[/p][h2]Raiding will loot food.[/h2][p]
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[/p][h2]Tributes still give a lot.[/h2][p]
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[/p][p][/p][h2]The auxiliary cultural effects of trade are quite good.[/h2][p]
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[/p][p][/p][h2]Insufficient[/h2][p]Currently, it only meets the requirements of numerical gameplay; the atmosphere is insufficient.[/p][p]Bodies scattered across the fields, cracked earth, none of this can be seen.[/p][p]Animal plagues are slightly better, but since the bodies are burned quickly, it's still not quite enough.[/p][p]It would be best to have some environmental effects, gloomy winds, darkening, sound effects, and preferably some skeletal remains, such as the bleached bones of wild animals.[/p][p][/p][p]Additionally, wars, or even revolutions and rebellions, breaking out due to disasters are actually more important. [/p][p]With the groundwork laid by disasters, these can be gradually produced in future versions. [/p][p]
Since children cannot be assigned to squads, adjusting their diet frequently is cumbersome to operate; we will soon add automation for this part.[/p][p][/p][h2]Personal Experience[/h2][p]In our own experience, the pressure regarding food has clearly increased.[/p][p]Looting yields grain, making war feel very "justified." Since food is not easily stored, there is less time to think about and develop other aspects, so the overall pace of development won't be as smooth as before. [/p][p]However, there is no need to worry about excessive pressure. After all, difficulty options are provided, and the difficulty can be freely adjusted, so the margin for error is still quite high. [/p][p]Tributes feel even more beneficial now. [/p][p]The "Trade" strategy has a certain threshold, but the returns are truly very high.[/p][p][/p][p]
Bugs like "having ingredients but not using them" have also been fixed on the beta branch. Those who were bothered by this can switch branches to play the new version.[/p][p][/p][p]We will collect everyone's various data, bug reports, and experience feedback, and make adjustments as appropriate. [/p][p]As always, we await your feedback[/p]