NotAracham (talk | contribs) (updating 'last patched' date) |
NotAracham (talk | contribs) (→Early Access Patch Notes: adding 0.8.2) |
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Communications from the developer documenting these changes have been added below.
'''''NOTE:''' Latest patch recorded is 0.8.
''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)
|-
|Feature - 0.8.2
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|v0.8.2
[Major New Features]
* The Town Center and Graveyard can now be relocated at the cost of gold. The gold cost scales with the Town Center’s tier and the Graveyard’s size and number of graves.
* Arborist buildings have received a mechanical overhaul. Fruit trees can now be placed in 1x1, 2x2 and 3x3 grids. Arborist workers now assist in planting and replanting fruit trees. By default, fruit trees are now automatically replanted after they are culled. This setting can be toggled in the Arborist building window.
* Compost Yards now automatically deposit compost in crop fields. By default, the setting is set to Lowest Fertility, but can be toggled to Highest Fertility or Off per Compost Yard.
* Steam Cloud save has been enabled for the game. By default, your saves will be synced with Steam Cloud. Please note that we have no access to your Steam Cloud data, and cannot restore saves in the event of issues.
[Tech]
* Camera can now also be rotated with the keyboard, default bindings Q and E.
* Optimized road placement to reduce hitching.
* Optimized AI logistics for item requests to improve performance.
* Building occupation slots now indicate that they are unavailable if production is toggled off.
* Building occupation slots can now be edited while production is toggled off or halted.
* Fixed an issue where sound calls would accumulate when the game is alt-tabbed out, then play all at once when maximizing the game window.
* Fixed an issue where volume settings would reset when returning to the main menu.
* Fixed an issue where toggling off death notifications in the game settings would not actually disable them.
* Fixed an issue where typing in a negative number in the Trade UI when a merchant is both buying and selling would treat the request as a buy order.
* Fixed an issue where trying to recruit educated workers, ex. in the School or Healer’s House, and no free villagers are available would not always display the window to select from existing educated villagers.
* Fixed an issue where equipment icons would remain stuck in the building UI after selecting a tower or barracks and then another building, or when removing soldiers.
* Fixed an issue where fences built on the corner of 2 gates would have an incorrect shape.
* Fixed an issue where graveyards could be built on other graveyards.
* Fixed an issue where other objects could be placed inside of graveyards.
* Fixed an issue where traders would arrive with excessively long departure time.
* Fixed an issue where cancelling a build site or road can result in trees and rocks becoming unmarked for harvest on nearby build sites/roads, preventing their construction.
* Fixed an issue where fruit trees and crop field drop-off points would block arrows.
* Fixed a rare crash caused by missing localization tags.
* Fixed a rare issue where a home may upgrade to the next tier without meeting desirability requirements due to nearby construction of a Cobbled Road.
[Game]
* Monthly Gold Report now has a detailed breakdown of service costs, rather than lumping them into one value.
* Immigration rates now scale more dynamically with population
* Build Menu now lists how many of a building you have in town when hovering over build options.
* The English version of the intro cinematic now features subtitles. This was already the case for translations.
* Production can now be toggled in all production buildings (ex. mines)
* Soldiers now display shields in their equipment when selecting the Barracks.
* Wolf Dens are now capped per area based on difficulty (no more wolf superclusters).
* Boar spawners are now much easier to displace by buildings and crop fields.
* Shelters now correctly list Increased Income as one of their upgrade bonuses.
* Fixed an issue where field expansions would not displace animal spawners.
|-
|<h3>[https://forums.crateentertainment.com/t/farthest-frontier-v0-8-1/124931 QoL - 0.8.1]</h3>
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Revision as of 05:25, 15 March 2023
Farthest Frontier was released into early access on 9 August 2022, exclusively for PC (Microsoft Windows) via Steam at time of launch.
Since initial release, hotfixes and larger patches have been released to improve on the game's stability, provide quality-of-life fixes, and expand breadth/depth of content.
The player can check their installed version number in-game from either the bottom right of the Title Screen or at the base of the pause menu when a game map has been loaded.
Communications from the developer documenting these changes have been added below.
NOTE: Latest patch recorded is 0.8.2, released on 14 March 2023.
To ensure up-to-date information, please refer to the Developer Site
Early Access Patch Notes
Version Name/Number | Release Date | Developer Notes (verbatim) |
---|---|---|
Feature - 0.8.2 | v0.8.2
[Major New Features]
[Game]
| |
QoL - 0.8.1 |
2023-01-25 | v0.8.1a
[Major New Features]
|
Feature - 0.8.0 |
2022-11-16 | [Major New Features]
[Art]
[Tech]
[AI]
[Game]
[Buildings]
[Resources]
[Combat]
|
QoL - 0.7.6 |
2022-09-21 | [Art]
[Tech]
[Game]
[Buildings]
[Resources]
[Combat]
|
Hotfix - 0.7.5f |
2022-08-27 | [Tech]
[Game]
|
Hotfix - 0.7.5e |
2022-08-26 |
|
Hotfix - 0.7.5d |
2022-08-25 | [Tech]
[Game]
|
Hotfix - 0.7.5c |
2022-08-24 |
|
Hotfix - 0.7.5b |
2022-08-23 |
|
Feature - 0.7.5 |
2022-08-23 | Technically Farthest Frontier’s largest update to date, v0.7.5 is now available for your enjoyment. This update is packed with important bug fixes as well as improvements to resource generation and a new map for first-time pioneers or those that prefer a more relaxed setting. That’s not all of course and is only the beginning of everything we revealed in our first State of Early Access preview. We hope you enjoy! Keep the feedback and bug reports coming! For the complete list of changes, see below: [Major New Features]
[Art]
[Tech]
[Barns]
[Crop Fields]
[Game]
[Buildings]
[Resources]
[Combat]
|
Hotfix - 0.7.4 |
2022-08-11 | We’ve wrapped up the next round of important bug fixes, but we also have some initial gameplay tuning based on your feedback so far.
Thank you all for continued feedback and bug reports. Keep it coming! v0.7.4 Hotfix 2 [Art]
[Tech]
[Game]
[Buildings]
[Resources]
[Combat]
|
Hotfix - 0.7.3 |
2022-08-10 | The community has been extremely helpful so far in helping us discover issues and reproduce them on our end.
Likewise, we are listening to your feedback regarding systems and mechanics. More tutorials are on the way to help those that are struggling to figure some of them out as well. :) As not all issues are created equal, we frontloaded those we consider top priority for your enjoyment of the game and pushed them out ASAP. This is only the beginning of our support of the game as we have a number of other fixes still on the way in the near future, as well as ongoing improvements to game performance and existing features. Farthest Frontier v0.7.3
Fix for saves in incorrect inventory While the patch addresses this issue happening for new saves, saves already affected by it are unfortunately not retroactively fixed. But there is a simply solution! For those that really don’t want to fiddle with files, the simplest approach is to wipe this directory (where USERNAME is the account name you are using on your PC): C:\Users\USERNAME\Documents\my games\Farthest Frontier\Save Alternatively, you can find the impacted save and relocate it to the town save folder that matches it. This will resolve any lingering issues as the saves are not actually corrupted. We apologize for the inconvenience! |
Initial Launch |
2022-08-09 | N/A |