Diseases are one of the most common threats to your population in Farthest Frontier. Usually a single Villager will become sick or injured, preventing them from working for a time. While it's nearly impossible to get through a game without at least one disease popping up, taking steps to prevent illness will keep your town (mostly) happy and healthy.
Related: Farthest Frontier: Beginner Tips & Tricks
Let's take a look at how disease, injury, and healing works in Farthest Frontier. With foresight and a little luck, your Healers won't have very much to do around town most of the time!
Farthest Frontier is currently in early access, and as such the game's systems may be altered or updated. This guide and the information within are subject to change.
Every Villager risks disease or injury as they go about their tasks. The base chance of an individual getting sick or hurt is fairly low, but quickly increases as the Villagers are exposed to risk factors. In general, any Basic Need that goes unmet makes it more likely that a Villager will get sick.
You can always see which diseases are the most likely to appear by clicking on your Town Center. The center panel lists any diseases at which the town is currently at an unusually high risk of facing. The right-hand panel, which shows current sources of discontent, can also give clues as to what diseases may be on the horizon if you don't act.
For example, Villagers without a good pair of shoes are at risk of contracting worms. If your Villagers are complaining that there aren't enough shoes to go around, but worms aren't yet listed as a potential disease, set up a Cobbler Shopright away to prevent it from becoming a problem.
The most common risk factors are as follows:
Ailments like
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