Landnama Alpha Playtest #2

Hey friends! the first playtest a few weeks ago was tremendously helpful for us and we walked away from it with weeks worth of work. Now we're happy to announce that we've implemented most of the feedback we got from you – so this coming weekend we're inviting you to round two of the public alpha playtest for Landnama! [h3]Alpha Playtest #2[/h3] From [b]Friday, May 19th at 6PM CEST[/b] to [b]Sunday, May 21st at 6 PM CEST[/b]. As with the last playtest there's no embargo on streaming the game or making videos about it. Do share if you feel like it! The platform of choice to share feedback is our friendly [url=https://discord.gg/YWwXW3KP9v]Discord[/url] server again! Thank you all for your feedback so far and for your interest in our game! <3 Cheers, Michael, Mario & Mathias P.S.: You can already take a sneak peak at the preliminary patch notes below: [code] ADDED - You can now pan the camera with WASD keys or the right thumb stick - Added tutorial steps about difficult terrain and unique tiles - Added new daily trial modifiers CHANGED - The maximum yield per tile has been removed - The Woodcutter and Pasture now gain bonus yield for unbuilt adjacent tiles of any quality - The Hunter and Peat Farm now work exactly like the Woodcutter and Pasture - Winter now increases by 1 for every 2 explored tiles (previously every 3) - The progress bar on tiles now has segments equal to months - For challenge events you now have a choice between two effects - The wharf and dragonship chain each give +1 interest per 5 heart (previously 3) - Base chance to find encounter event upon exploring is now 15% (previously 10%) - In the first year of a settlement there now are no challenge events - Salvaging buildings now uses your construction workers FIXED - The game automatically pauses when the window is not in focus - The law which disables sacred buildings now does so properly - The Providence chain progress no longer shows if you've already unlocked it - The UI on tiles is no longer affected by the winter tint [/code]