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    Farthest Frontier

    Version History: Difference between revisions

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    Communications from the developer documenting these changes have been added below.
    Communications from the developer documenting these changes have been added below.


    '''''NOTE:''' Latest patch recorded is 0.8.2, released on 14 March 2023.''<br>
    '''''NOTE:''' Latest patch recorded is 0.9.1, released on 14 November 2023.''<br>
    ''To ensure up-to-date information, please refer to the [https://forums.crateentertainment.com/c/farthest-frontier/patch-notes/46 Developer Site]''
    ''To ensure up-to-date information, please refer to the [https://forums.crateentertainment.com/c/farthest-frontier/patch-notes/46 Developer Site]''


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    |-
    |-
    ! Version Name/Number !! Release Date !! Developer Notes (verbatim)
    ! Version Name/Number !! Release Date !! Developer Notes (verbatim)
    |-
    |<h3>[https://forums.crateentertainment.com/t/farthest-frontier-v0-9-1/132206 Feature - 0.9.1]</h3>
    |2023-11-14
    |<div class="mw-collapsible" style="width:100%" data-expandtext="Show" data-collapsetext="Hide">
    '''Note: with this update, some desirability bonuses have been reduced. This will likely cause some of your shelters to become at risk of abandonment, but it can be compensated for by upgrading existing desirability buildings or placing new ones. This was a necessary change as we continue to develop the game towards v1.0.'''

    [Major New Features]

    *Raider camps are now generated on the map. These nefarious foes will readily plunder your fledgling settlement, but you will have the opportunity to wipe them off the map to postpone future raids and earn some loot in the process. Oh, how the tables have turned! This feature requires rolling a new map as raider camps cannot be generated retroactively.
    *Crypts have been added to the game. These hallowed buildings allow you to respectfully store hundreds of your town’s deceased in a much smaller space.
    *Droughts can now occur, which prevents rainfall and damages crop harvests. Certain crops are more resistant to drought conditions.
    *Different Map types now have different weather. For example dryer (ex. Arid) maps more likely to experience droughts, blizzards are more likely in Alpine maps, etc.
    *Storage Buildings (ex. Stockyard) now have storage limits. Select a resource and you can set minimum and maximum quotas which will dictate how much of that resource is desired in that building. Laborers will maintain storage throughout town based on the values you set.
    *With the addition of the Storage Limits feature, the resources that were previously stored in the Trading Post but counted towards the town’s resources (so called limbo storage), are now properly transferred out to appropriate storage buildings.

    [Tech]

    *Updated building stocking behavior to better account for the number of workers, existing work orders, and the weight of the items needed to prevent workers idling while they wait for production materials to stock.
    *Explore points are now cancelled if reaching them requires a villager to retreat or gets them killed.
    *You can now toggle screen edge scrolling in the game settings.
    *You can now manually set the display monitor for the game in the video settings.
    *Buildings that are upgrading can now be selected and controlled. The build site can be selected through the building’s window.
    *Debug information has been added for the villagers stuck issue. If you experience this issue and a message appears on your screen, please send us the log that was generated!
    *Villagers now stop retreating when the threat is killed (ex. a villager fleeing from a bear will stop and return to work if the bear is killed, rather than retreating across town first).
    *Villagers now avoid recovering the deceased if there is a threat nearby (ex. wolves or raiders).
    *Optimized Desirability overlay when placing desirability buildings (ex. Theater).
    *Fixed an issue where building placement tooltips could overlap the building…placement.
    *Fixed an issue where occupation slots would become empty and could not be filled.
    *Fixed an issue where hunters can get stuck in a loop with traps.
    *Fixed an issue where herders would not perform any tasks besides herding.
    *Fixed an issue where production buildings would restock when there was only space for a couple additional items despite there being enough materials to produce goods.
    *Fixed an issue where production limits would disable desirability effects on buildings (ex. Bakery).
    *Fixed an issue where preserves were not preventing scurvy.
    *Fixed an issue where villagers would continue to retreat after the threat was dealt with.
    *Fixed an issue where hunters would sometimes retreat from a wounded boar.
    *Fixed an issue where raid notifications may show inaccurate raider counts.
    *Fixed an issue where raiders could telepathically attack buildings at a distance when dealing with sheer cliffs.
    *Fixed an issue with wounded villagers continuing to perform tasks.
    *Fixed an issue where multiple Guild Halls and Temples could be placed.
    *Fixed an issue where defensive buildings (ex. Towers) would count towards housing counts for Entertainment and Spirituality buildings.
    *Fixed an issue where Bloody Stone of Idrick was not granting its bonuses.
    *Fixed an issue where Hair of Saint Hadia were not granting its bonuses and added its bonus to the Yield detailed tooltip.
    *Fixed an issue where Rat Catcher placement would not highlight what buildings are within its work area.

    [Game]

    *Increased population growth in 700+ population towns.
    *Increased Spirituality generation from Temples, Shrines, and Altars.
    *Villagers now have a chance to die during childbirth, based on Healthcare Adversity difficulty. This risk is reduced by a Healer’s House.
    *Lookout Tower guards are now in stasis and remain in their post without the need to stock.
    *Villagers now resume their regular tasks sooner than soldiers/guards when given manual move commands.
    *Soldiers and Guards now have priority over hunters for grabbing weapons.
    *The Annual Report now has a keybind.
    *A new tutorial has been added for low builders.
    *Wolves now generate Small Carcasses, with reduced Meat.
    *Reduced Meat from Deer.
    *Reduced Fertility dependency and depletion of Flax and Buckwheat.

    [Buildings]

    *Increased health and armor on various storage buildings, Town Center, Trading Post, and Barracks.
    *Birth rates in Barns now scale with number of Herders, based on the size of the herd. Having insufficient herders to maintain your herds can result in reduced birth rates.
    *Cows can now go rogue and seek out nearby unfenced crops.
    *Fixed an issue with Healer’s House and School desirability applying at 100% effectiveness regardless of distance. They now correctly have a fall-off curve like other desirability buildings.
    *Reduced desirability for the Flower Urn.
    *Reduced desirability for the tier 1 and 2 Shrine.
    *Reduced desirability for the tier 2 Temple.
    *Reduced desirability for the tier 1 and 2 Theater.

    [Resources]

    *Increased prices of some items, notably Tools, Weapons, and Stone.
    *Increased spoilage time for Preserves.
    *Increased lifetime for Barrels.</div>
    |-
    |<h3>[https://forums.crateentertainment.com/t/farthest-frontier-v0-9-0/129259 Feature - 0.9.0]</h3>
    |2023-08-02
    |<div class="mw-collapsible" style="width:100%" data-expandtext="Show" data-collapsetext="Hide">
    '''NOTE: the new spirituality system requires relics to fully enjoy it. The main method of acquiring relics is through excavating ruins, which are not retroactively generated on the map. In order to excavate ruins for relics, you will need to start a new map.'''

    v0.9.0

    [Major New Features]

    *A new Spirituality system has been added to the game. Villagers now demand spiritual fullfilment, which can be managed through the construction of shrines and the all-new Temple. Relics can be excavated, traded for, and stolen from raiders and combined to create a faith unique to your town.
    *The paper industry has been added to the game. Villagers can now process flax into paper and combine that with leather to create books, a new luxury item. Construct grand libraries to provide entertainment based on the books stored.
    *The Guild Hall has been added to the game. The Guild Hall consumes paper to manage and improve your settlement’s industries.
    *The population cap of 1000 has been removed. You can now set your own population cap in the game settings if you wish.

    [Tech]

    *Optimized Farmer AI for improved framerate.
    *Farmers now prioritize fields more intelligently and will begin their work sooner.
    *Farmers now tend to fields in their spare time, reducing travel time when planting/harvest needs to be done.
    *Villagers now prioritize dropping off carried items at a nearby storage before moving on to other high priority tasks.
    *Fixed an issue guard, soldier and raider health would reset to a lower value on game load.
    *Fixed an issue where inputing numbers into the Trading Post UI could alter the game speed.
    *Fixed an issue where relocating a building would temporarily remove workers from other instances of the same building.
    *Fixed an issue where the Town Center would count homes stocked with luxury items incorrectly.
    *Fixed an issue where the annual report would not track Beer consumption.
    *Fixed an issue where Raiders and Soldiers would hold Crossbows incorrectly.
    *Fixed an issue where Merchants would be missing torsos.
    *Fixed an issue where the Town Center UI tabs could become stuck.
    *Fixed an issue where Graveyards and Crop Fields could be built over Fruit Trees and Apiaries could be built inside Graveyards.
    *Fixed an issue where declining an immigration event could result in a follow-up immigration event of 0 villagers.
    *Fixed an issue where town would report needing excessive quantities of clothing, shoes and coats.
    *Fixed an issue where the Structural Integrity tutorial would not trigger.
    *Fixed an issue where villagers would perform tasks with invisible tools.
    *Fixed an issue where villagers end up with soldier portraits, and vice-versa.
    *Fixed an issue with villagers seeking medicine or getting treated indefiniely at a Healer’s House that has no healer.
    *Fixed an issue where the Healer’s House would count more patients than it treated.
    *Fixed an issue where raider notifications sometimes display the incorrect raider count.
    *Fixed an issue where adding 2 workers to a tower if another tower is vacant would not correctly add both to the same tower.
    *Fixed an issue where the work area circle would disappear while trying to move it.
    *Fixed an issue where extended Crop Fields would not generate a honey bonus.
    *Fixed an issue where removing buildings from the work area of a tier 2 Work Camp would not allow trees to be planted in the vacated space.
    *Fixed an issue where the the notification for rotted crops would display incorrect numbers.
    *Fixed an issue where you could relocate a blueberry bush onto another blueberry bush relocation site, causing one to vanish.
    *Fixed an issue where building a crop field over other build sites and then cancelling those build sites would result in a larger field for less work. The field generated now matches the originally placed shape before the build sites were cancelled.
    *Fixed a rare issue where a dead villager could continue to occupy a work slot.
    *Fixed an issue where some building windows did not correctly light up in the winter.
    *Fixed an issue where traps do not get relocated when a Hunter Lodge is relocated or has its work area moved.
    *Fixed an issue where a Hunter Lodge could get stuck in full storage limbo.
    *Fixed an issue where audio settings could reset.

    [Game]

    *Improved UI scaling of the Town Center windows.
    *The Intro Cinematic is now correctly on the Master audio layer.
    *Resources with no remaining valid storage are now marked in the Resource Window.
    *Hints can now be individually disabled in the interface settings (ex. low laborers warning).
    *Defense buildings now show their Armor value when selected.
    *The Destroyed Building notification now only jumps to buildings that are still not rebuilt.
    *Hunter Traps now have a penalty to how frequently they produce when an excessive number is stacked in one area.

    [Buildings]

    *Increased base water refill rate in Wells and reduced refill bonus from rain. On average, wells should generate more water.
    *Fixed an issue where some workers would go idle at the Blacksmith when making weapons or heavy weapons exclusively.
    *Granary window now correctly displays Barrel UI.

    [Resources]

    *Adjusted the balance between Wheat, Rye and Buckwheat to make each more distinctly appealing.</div>
    |-
    |<h3>[https://forums.crateentertainment.com/t/farthest-frontier-v0-8-3/127297 Feature - 0.8.3]</h3>
    |2023-05-19
    |<div class="mw-collapsible" style="width:100%" data-expandtext="Show" data-collapsetext="Hide">
    v0.8.3b

    *Fixed a rare issue where stone deposits can end up too small to place a Quarry. This fix is retroactive.

    v0.8.3a

    *Fixed an issue where crops would fail to plant. Any saves already impacted by this issue will have to either redo their current crop rotation or simply wait out the bugged *harvest to the next year. The issue is resolved after that.
    *Fixed an issue where temperatures could end up stuck in extreme cold or extreme heat.
    *Fixed an issue where expanding fields would not update the maximum farmer count properly.
    *Fixed a rare issue that could cause loading to hang indefinitely.

    v0.8.3

    [Major New Features]

    *Town Center placement now has an overview of all resources in the general area.
    *Work Camps can now be upgraded to tier 2. In addition to harvesting logs and stone, tier 2 Work Camps can also replant trees for sustainable forestry.
    *Deep Mines and Quarries are now available in tier 4. These buildings can gather their respective resource indefinitely once placed. Note that this feature requires starting a new map as the resources need to be regenerated.
    *The Professions Window now features an “Auto-Refill” checkbox underneath the Laborer count. When this feature is turned on, available laborers will automatically refill other professions whenever there are vacancies (ex. villager deaths). This feature is toggled on by default.

    [Tech]

    *Optimized raider combat pathing and logic to improve performance during raids, particularly large end-game raids.
    *Optimized health bars, which improves framerates when there are significant numbers of health bars on the screen, ex. when raiders appear or many buildings are left damaged.
    *Optimized detail foliage on buildings to improve performance.
    *Fixed a rare issue that can cause the game to fail saving.
    *Fixed an issue where fields can appear visually empty and crops are left to rot.
    *Fixed an issue where exposure to extreme weather was not working as intended. This resulted in villagers sheltering in their homes longer than intended and potentially ending up stuck inside up to Summer, but also surviving weather they should not have.
    *Fixed an issue where the Market immigration event would not trigger correctly.
    *Fixed an issue where heavy tools would end up stuck in building storage instead of becoming available to the whole town.
    *Fixed an issue where the tool used by a building (ex. Windmill) would show up in its storage in addition to its heavy tool slot.
    *Fixed an issue where Blacksmith Forge would get stuck when producing Heavy Tools.
    *Fixed an issue where traders would get stuck in the Trading Post with 0 days departure time.
    *Fixed an issue where selecting a building would not consistently highlight other instances of the same building in town.
    *Fixed an issue where the Crop Field window was inaccessible while it is being expanded.
    *Fixed an issue where Markets would continue to stock foods that had been unchecked (ex. uncheck meat, meat was stocked anyway).
    *Fixed an issue where some luxury items were automatically unchecked when upgrading a Market to tier 2.
    *Fixed an issue where the footprint of a constructed or relocated building could break, resulting in overlap.
    *Fixed an issue where cancelling a road upgrade could result in a phantom road getting stuck.
    *Fixed an issue where young trees would be marked as mature and generate as much wood as mature trees.
    *Fixed several sounds that were on the wrong channels or incorrect 2d/3d settings.

    [Game]

    *Builders now auto-repair buildings at 70% structural integrity, up from 60%. The structural integrity warning now appears over buildings at 50%. The Mark for Repairs priority button is now available at 50%. As long as sufficient building materials and builders are available, this system is largely automatic.
    *Food Spoilage and Crop Diseases now scale with game difficulty.
    *You can now cycle between instances of the same building with arrows in the building’s window.
    *Reduced how fast villagers consume water. Consequently, the amount of water shelters need to stock has been reduced.
    *Reduced wear of shoes by 40%, ie. shoes now last longer.
    *Reduced the resources on Megarocks™ to compensate for the addition of quarries.

    [Buildings]

    *Bakeries no longer lose their desirability bonus when they are halted by production limits. Manually toggling off a bakery still disables its desirability.
    *Increased max workers at Barns and increased production time for milk.
    *Increased suggested farmers per Crop Field, scaling with size.
    *Granary storage is now summarized in the Resource Window.
    *Increased work area for Rat Catchers and reduced their upkeep.
    *Markets now have the same spoilage reduction benefits as Root Cellars and can store as many barrels, so that transferring food out of root cellars for distribution is not penalized.
    *Increased production speed at Smokehouses.
    *Reduced Hides per Hide Coat at the Tannery.
    *Increased Flax per Linen Clothes at the Weaver Building.
    *Adjusted Well water generation to account for the changes to shelter stocking.

    [Resources]

    *Reduced price of Cheese.
    *Increased luxury tax from Furniture and Glassware.
    *Reduced price of Logs.
    *Increased the cost and reduced the luxury tax on Spices.
    </div>
    |-
    |-
    |<h3>[https://forums.crateentertainment.com/t/farthest-frontier-0-8-2/125948 Feature - 0.8.2]</h3>
    |<h3>[https://forums.crateentertainment.com/t/farthest-frontier-0-8-2/125948 Feature - 0.8.2]</h3>
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    v0.8.2
    v0.8.2

    [Major New Features]
    [Major New Features]


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    |}
    |}


    [[Category:About]]
    [[Category:Game Concepts]]
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