I have received a significant amount of player feedback regarding issues with broken game balance in the later stages. In this version, I will be adjusting the following values: I will not be adjusting villager wages, but the satiety provided by luxury and high-end food will be relatively reduced (you’ll need to provide more luxury food to high-star villagers, but not by much—e.g., from 3 portions to 4 or from 10 to 13). The recruitment price for high-rarity, high-ability villagers has been increased. Players will need more time to gather the money needed to recruit these villagers. The recipe system has been modified. You can still customize recipes to be upwardly compatible with one extra ingredient (e.g., the 'First Love' recipe is milk + tea leaves + any other ingredient), but the extra ingredient must now be edible—non-edible materials like iron ingots or diamonds are no longer allowed. The sales multiplier for custom recipes will be adjusted. It will now increase or decrease based on the value of the additional ingredients relative to the base recipe value. This means using cheaper materials will slightly increase sales quantity, while using expensive ingredients will reduce sales quantity. The unit price for certain items has been lowered: diamonds, pink diamonds, truffles, silver rings, gold bracelets, silver necklaces, gem earrings, diamond rings, jade bracelets, diamond necklaces, pink diamond rings, pink diamond necklaces, seafood, Dreamwine, Elixir, Deep Valley Orchid, Deep Valley Perfume, ramen broth, and hotpot base. The price of specialty store products has been adjusted. The total sales quantity for the entire commercial street has been slightly reduced. The display of work efficiency in the building details has been updated (satisfaction of 120 or above provides 150% work efficiency). Fixed a bug where the shop input prompt would appear above the confirmation panel. All alcoholic beverages are now categorized as food and can be consumed. Drinking Dreamwine now grants the 'Eureka' status. Reduced the yield of Deep Valley Orchids in the greenhouse and plantation. Fixed a display bug that occurred when town expansion exceeded 115 times. Fixed a bug where crops could be stolen in the void during winter. Fixed a bug where rapidly clicking buttons during recruitment could cause incorrect panel displays. Fixed an overlap bug between Cherry and Sedum on the 2nd floor of the Chinese medicine shop at night. Fixed an overlap issue where Jasmine and Sedum would share a bench at certain times. Fixed a bug where money exceeding 2.1 billion surpassed the limit of the 'int' type. The maximum amount of coins is now capped at 9 trillion.