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    Farthest Frontier

    Version History: Difference between revisions

    Content added Content deleted
    (→‎Early Access Patch Notes: adding row for 0.8.3)
    (→‎Early Access Patch Notes: adding verbatims for 0.8.3)
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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-v0-8-3/127297 Feature - 0.8.3]</h3>
    |Feature - 0.8.3
    |2023-05-19
    |2023-05-19
    |<div class="mw-collapsible" style="width:100%" data-expandtext="Show" data-collapsetext="Hide">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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