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Version 0.1.2.2 Demo Update Note

[p]Welcome to Feastopia! Lately we've deployed the following updates to the demo:[/p][p][/p]
  1. [p]Added population buffer mechanics: Population now gradually decreases over time when resources are insufficient (instead of instantly dropping to the target value).[/p]
  2. [p]Optimized auto-assignment logic: Workers are now prioritarily reallocated from lower-priority buildings.[/p]
  3. [p]Adjusted acquisition logic for Blueprints and Recipes.[/p]
  4. [p]Reworked food quality requirements for Dango’s feeding phases – now scales with growth stage.[/p]
  5. [p]Fixed animation layering issues where effect visuals persisted behind UI elements.[/p]
  6. [p]Fixed repeated appearance of identical Merchant Guildhall items in selection pools.[/p]
  7. [p]Reduced resource consumption when processing corpses at the Cemetery.[/p]
  8. [p]Lowered resource costs for clearing Fog.[/p]
  9. [p]Adjusted workforce tier requirements for population rewards.[/p]
  10. [p]Fixed incorrect effect triggers on specific items.[/p]
[p][/p][p]Join our community![/p][p]We crave your feedback – share bugs, ideas, or culinary fantasies in the Feastopia Discord![/p]