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    Farthest Frontier

    Version History: Difference between revisions

    Content added Content deleted
    (updating 'last patched' date)
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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 0.8.1, released on 25 January 2023.''<br>
    '''''NOTE:''' Latest patch recorded is 0.8.2, released on 14 March 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]''


    Line 17: Line 17:
    |-
    |-
    ! Version Name/Number !! Release Date !! Developer Notes (verbatim)
    ! Version Name/Number !! Release Date !! Developer Notes (verbatim)
    |-
    |Feature - 0.8.2
    |
    |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>
    |<h3>[https://forums.crateentertainment.com/t/farthest-frontier-v0-8-1/124931 QoL - 0.8.1]</h3>
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