A bugfix-and-balance pass closing out the Beta before it moves to the main Early Access build at the end of August. Three changes genuinely alter how you plan a settlement: butchery output is up across the board, cows stop giving milk in autumn, and the Logging Camp finally takes three oxen instead of one.
Everything below is drawn from the official Steam changelog. The first section is our reading of what actually changes how you play; the full list follows underneath, grouped and collapsible.
The eight that matter
Butchery output is up across the board
Beef from a cow went from 4 to 6, and from a calf 2 to 3. Mutton from a sheep went from 2 to 3. A herd you already own now feeds noticeably more families, which makes meat a stronger answer to the food-variety problem than it was.
Cows no longer give milk in autumn
Milk is now a spring and summer product only. If you were counting on cheese to carry food variety through the back half of the year, that supply now stops earlier — bank it or plan a second food type for autumn.
Logging Camp supports three oxen
It was one. Timber is the constraint on every early build order, so this is the single biggest change to the opening: a camp that can run three oxen moves logs roughly three times as fast, and the plot chain stops stalling.
Construction Yard gets two oxen and an ox cart
Yard oxen now use the ox cart and only collect from supply dumps, logging camps or construction yards — they still deliver to sites. Yard efficiency is also shown properly in the maintenance UI now.
Livestock Farm work area
Livestock farms take a work area like farmhouses do. Workers only gather from pastures inside it, but will still walk outside it to fetch oats for animal feed — so you can finally stop herders drifting across the whole region.
Oxen no longer starve next to a pasture
A long-standing bug where oxen parked too close to a pasture died of hunger. If you lost oxen for no visible reason, this was probably why.
Burgage plots want different drinks
Experimental: residents now have randomized drink preferences — some plots prefer cider, some ale, some mead. Family members also refuse a beverage that doesn't match their distributed type, and won't drink in a tavern with no assigned workers.
Exporting traders finally pick the nearest post
Traders now choose the closest available trading post in the chosen region rather than whichever was built first, respect storage filter rules, and ignore unbuilt trading posts. Long-standing trade inefficiency, quietly resolved.
Everything in 0.8.100
Condensed and rewritten from the official notes. Read the original on Steam. Entries marked (Beta) apply to the pre-release branch only.

Balance
5
- Butcher beef recipe increased from 4 to 6 from cows, and from 2 to 3 from calves.
- Butcher mutton recipe increased from 2 to 3 from sheep.
- Cows no longer produce milk in autumn — spring and summer only.
- Logging Camp supports 3 assigned oxen (was 1).
- Construction Yard now has two oxen, with an additional ox cart. (Beta)

Systems & AI
11
- Tweaked selection of origin perks. (Beta)
- Construction Yard oxen only use the ox cart and only collect from supply dumps, logging camps or construction yards; they still deliver to construction sites. (Beta)
- Construction Yard efficiency is now shown properly in the maintenance UI.
- Experimental: pasture animals now favour path points inside the pasture when grazing.
- Conversation tasks now prefer locations outside streams.
- Exporting traders look for the closest available trading post in the chosen region instead of picking by construction order.
- Livestock Farm work area added — workers gather only from pastures inside it, but walk outside it to retrieve oats for animal feed.
- Beverage logic improved: family members won't drink a beverage that doesn't match their distributed drink type, and won't drink in taverns with no assigned workers.
- Increased the minimum distance from fishing spots to the region border, removing ambiguity about which region a node belongs to.
- Experimental: reintroduced randomized distribution preferences for burgage plots — some prefer cider, some ale, some mead.
- Added missing controller support and improved controller navigation in several places.

Text & UI
8
- Added a tutorial for pasture animals, triggered when building a pasture.
- Updated overlay selection panel visuals. (Beta)
- Updated Time & Seasons widget layout and positioning. (Beta)
- Added an Ox Cart help subject entry.
- UI scale limit is now relative to screen resolution, reducing clipping.
- Improved tooltip positioning on the game setup screen.
- A "Target Stock Exceeded" banner now appears if a Construction Yard holds more than desired; it clears if another building can take the excess. (Beta)
- "Storage Full" no longer appears on a Construction Yard that is at target stock and at capacity.

Notable bugfixes
13
- Fixed oxen dying of hunger if they were too close to a pasture.
- Fixed an older save compatibility bug that made new animal types non-importable.
- Fixed leftover goods being permanently reserved when the last worker family abandoned a building, instead of being treated as surplus.
- Fixed exporting traders ignoring storage filter rules and counting unconstructed trading posts. (Beta)
- Fixed deep mines missing the seasonal assignment UI. (Beta)
- Fixed broken crafting rotations. (Beta)
- Fixed mead and cider limits not being visible in the tavern, and tavern workers not respecting reserves. (Beta)
- Fixed royal tax and king's favour icons being swapped in places.
- Fixed cow icons appearing where calf icons should. (Beta)
- Fixed problem banners not appearing until a day after loading a save.
- Fixed workers getting stuck when trying to converse in the same spot as another pair.
- Fixed flying fish and the broken bridge on Wide Valley. (Beta)
- Fixed several crashes: distributing goods to rubble, market stalls turned to rubble, reloading into a different save, and missing meshes on farmhouse ox carts. (Beta)

Optimisation
3
- Optimised sheep herder tasks.
- Optimised family approval calculations.
- Fixed stuttering caused by some UI updates.
Where these changes land
Sheep & Livestock
Meat yields, the autumn milk cut and the new livestock work area.
Build Order
Three oxen on a logging camp changes how fast the opening moves.
Trade & Wealth
Exporting traders now pick the nearest post and respect filters.
Beta chapter
Every tip written against the current Beta, in the field book.