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    Farthest Frontier
    Revision as of 05:28, 22 September 2022 by NotAracham (talk | contribs) (Adding page category)

    Farthest Frontier was released into early access on 9 August 2022 for PC (Microsoft Windows) 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.

    Patch Notes (As of 21 Sep 2022)

    WARNING: Beyond here lie potential spoilers!
    Version Name/Number Release Date Developer Notes (verbatim) Release Type
    0.7.6 2022-09-21
    [Art]
    • Fixed an issue where builders performing upkeep would not play an animation.

    [Tech]

    • Optimized the Town Center UI windows (resources, professions, happiness) to be much more responsive.
    • Vsync multiplier now scales with high-refresh monitors.
    • Fixed an issue where the cursor would not register through widgets when trying to place buildings.
    • Fixed an issue where villagers could end up stuck in terrain, generating so called “death cults”.
    • Fixed an issue where wall construction could cause severe performance hitches.
    • Fixed an issue with foraged items spawning in water. This fix is not retroactive.
    • Fixed an issue where the Occlusion Highlight toggle would reset.
    • Fixed an issue where building and resource window positions would become offset randomly.
    • Fixed an issue where building windows would sometimes require tiny amounts of scroll bar to see the full contents.
    • Fixed multiple issues where certain widgets (building icons) would not appear when intended (ex. waste warning, paused production, etc.).
    • Fixed an issue where the Forager Shack and Market were not displaying certain widgets.
    • Fixed multiple issues where Trading Post UI could end up stuck, or display traders incorrectly, ex. after upgrading the Trading Post.
    • Fixed an issue where other building windows could be opened while the Trading Post window is open.
    • Fixed an issue where Trading Post UI would flash between different products in the same line.
    • Fixed an issue where spoiled items would sometimes remain as x0 piles.
    • Fixed an issue where villagers could end up perpetually retreating inside a residence.
    • Fixed an issue where building production would sometimes not resume after a building was uncondemned or a fire was put out.
    • Fixed an issue where production sliders at the Work Camp would reset on their own.
    • Fixed an issue where hunters would generate more traps than the set amount.
    • Fixed an issue where Hunter Lodge trap slider would reset back to max.
    • Fixed an issue where Barn overpopulation would trigger one cow sooner than intended.
    • Fixed an issue where herds could become permanently abandoned when cancelling a barn relocation task.
    • Fixed an issue where cows could end up stuck in limbo in the Trading Post and then deleted.
    • Fixed a rare on load issue related to barns.
    • Fixed an issue where fruit and decorative trees could be placed within crop fields.
    • Fixed an issue where fields could be tilled on top of each other.
    • Fixed an issue where field expansions could be added beyond the cap if done without closing the window.
    • Fixed an issue where field expansions could be added infinitely into the fog of war.
    • Fixed an issue where field expansions would sometimes cause a field to have more workers than the cap.

    [Game]

    • Villagers now automatically exit the Town Center garrison before starving. Consequently, starving villagers will no longer garrison the Town Center.
    • Increased time for homes to become abandoned to 8 months, up from 4.
    • Increased starting food for Pioneer difficulty.
    • Expanding a field now also adjusts the overall weed level, fertility and rockiness accordingly, rather than the expanded field inheriting the values of the original field.
    • Added a critical indicator (!) to items that are full in building storage.
    • Building upkeep now accumulates seasonally rather than monthly, giving builders more time to react to upkeep tasks before additional materials are required.
    • Buildings with unpaid expenses are now blocked from work. A new icon has been added for buildings that are in this state.
    • Increased meat from boars.

    [Buildings]

    • Increased fruit output for fruit trees at the Arborist Building.
    • Arborist Building now supports up to 2 workers.
    • Cobbled Road now requires a tier 3 Town Center.
    • Reduced population cap for tier 1 Barns to 10, down from 12, and increased the cap to 20 for tier 2 Barns, up from 16.
    • Tier 2 Barn now requires a tier 4 Town Center.
    • Cows can no longer be purchased at the Trading Post unless a Barn has been constructed.
    • Updated production of meat, hides and milk at Barns.
    • Changed milking and butchering priority for herders and prevented cows from being stuck not grazing when not in milking season.
    • Basket Maker no longer requires a Forager to build.
    • Reduced amount of tools and weapons Blacksmith Forge/Workshop will store, so they are moved to town storage more quickly.
    • Increased production time of cheese at Cheesemaker.
    • Compost Yards now automatically dispose of excess waste, allowing them to continue to collect waste even if all 3 compost storage areas are full.
    • Environmental Fertility modifiers for Crop Fields are now displayed when placing the field and in the Crop Field UI itself. This modifier impacts the potency of any fertility gains, ex. from Clover. This was technically snuck in v0.7.5f, but we wanted to draw attention to it as it was never called out.
    • Updated Fertility Impact display in Crop Selection to display effective Fertility changes, rather than a +/-5 range, before environmental fertility modifiers.
    • Reduced arrows produced at the Fletcher Building/Workshop per log to 18, down from 20.
    • Reduced Sand per Glass at the Glassmaker to 3, down from 4.
    • Hunter Lodge no longer has Structural Integrity, to match the tier 1 Hunter Cabin.
    • Shrunk the hit box of Small Plazas for the rare edge case where roads are overlapping them enough to be un-selectable.
    • Plaza upgrades now correctly require a tier 3 Town Center, instead of requiring the same tier they are unlocked at.
    • Increased production speed at the Smokehouse.
    • Tannery no longer requires a Hunter Cabin to build.

    [Resources]

    • Adjusted the collision bounds for the Megarock.
    • Fixed an issue where Furniture could decay in storage.

    [Combat]

    • Adjusted tuning of raids on Vanquisher difficulty. Raids have fallen a bit behind the curve with all the buffs to player defenses.
    QoL & Bugfix Release
    0.7.5f 2022-08-27
    [Tech]
    • Fixed an issue where Traveling Merchant warning would remain stuck on screen after merchants leave.
    • Fixed an issue where harvests would not get collected immediately after loading a game.
    • Fixed an issue with Barn births not accounting correctly for overpopulation
    • Fixed an issue where Barn births per year displayed higher than the barn would actually generate.

    [Game]

    • Building Repair costs now cap out at 50% of the original cost, down from 100%.
    • Building Repairs now accumulate slower, giving builders more time to get around to making repairs. Builders now perform repairs faster and sooner, at 60% remaining durability, previously 40%.
    • Increased the minimum number of farmers per field to 2. This means 5x5 fields now have more farmers to keep up with all the work.
    • Barracks, Towers, and Fences no longer require maintenance.
    Hotfix
    0.7.5e 2022-08-26
    • Fixed a rare issue that can cause game to fail to save.
    Hotfix
    0.7.5d 2022-08-25
    [Tech]
    • Fixed an issue where loading an old save would cause it to implode in spectacular glory when every building around suddenly needs massive repairs.
    • Fixed an issue where building repair costs would be much higher than intended.
    • Fixed an issue where building repair state could go over 100%.
    • Fixed an issue where a condemned building could not be worked in even after it was repaired.
    • Fixed an issue where resetting to default controls would cause the menu to appear blank.

    [Game]

    • Increased max number of workers in Tier 2 Barns.
    • Increased meat and hides generated by small carcasses.
    • Increased meat on Boar Carcasses.
    • Increased meat on Deer carcasses.
    • Increased Work Camp work area radius to 65m, from 60m, and increased their storage capacity.
    • Increased Mine work area radius to 30m, from 25m.
    Hotfix
    0.7.5c 2022-08-24
    • This hotfix was released to address a critical issue reported this morning
    • Fixed an issue where Tier 2 barns would display 0/0 cows and lose their herds when loading a town that already has a Tier 2 barn built. This issue also sometimes caused towns to fail to save.
    Hotfix
    0.7.5b 2022-08-23
    • This hotfix was released to address critical issues that emerged as a result of v0.7.5
    • Fixed an issue where rocks could not be harvested and saving and loading a town in this state would cause all rocks to disappear. Unfortunately, this fix is not retroactive for any towns that already had their rocks vanish.
    • Fixed an issue where fishing areas would vanish.
    • Fixed an issue with Town Center UI displaying incorrectly.
    • Fixed an issue where saves would fail to load.
    Hotfix
    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]

    • A new map type has been added: Idyllic Valley. This bountiful map features all of the resources in abundance for a more relaxed playstyle that’s an excellent option for pioneers just starting out.
    • A new repair utility has been added to the installation directory. Running this utility allows you to reset various game settings without launching the game, for troubleshooting purposes.
    • World generation has been rebalanced to provide larger resource deposits and to generate “mega rocks”. However, these changes are not retroactive and require starting a new map to experience.
    • There is now a notification and sound when a new traveling merchant arrives at the Trading Post. In addition, so long as there is a traveling merchant present at the Trading Post, a circular warning appears in the top left of the screen.

    [Art]

    • Cleaned up navmesh blockers on some buildings to prevent building placement on top of other buildings and prevent villagers from pathing through them.
    • Increased draw distance for grass decoration objects.

    [Tech]

    • New Settlement names are now properly validated to ensure invalid symbols are not used, which can cause save issues.
    • Removed legacy grass rendering for improved CPU and RAM utilization.
    • Vsync is now disabled by default.
    • Removed debugging window for crop rot.
    • Disabled option to select screen resolutions lower than 1024 in width and 720 in height. These resolutions are not supported.
    • Trading Post UI has received an optimization pass and now scales with resolution.
    • Fixed a memory leak related to reloading games and restarting/rerolling maps.
    • Fixed an issue with windows and tooltips not respecting UI scale when clamping to the screen.
    • Fixed an issue with in-game reset to default video settings options.
    • Fixed an issue where foraging resources would spawn off the pathable map, ex. in the water. This fix is not retroactive.
    • Fixed an issue with missing tooltips for Fruit.
    • Fixed an issue with carcass tooltip not displaying as intended.
    • Fixed an issue that generated free stone when clearing Cobbled Road build sites.
    • Fixed a rare issue that can cause saves to become unloadable.
    • Fixed an issue where AI would ignore shorelines when seeking drinking water.
    • Fixed an issue with decoration trees sometimes not loading.
    • Fixed an issue where Desirability overlay appears when placing roads.
    • Fixed several issues with building maintenance, also known as Structural Integrity.

    [Barns]

    • Yes, barns get their own section this update.
    • Fixed an issue with Fodder HUD.
    • Fixed an issue with setting Grazing Area.
    • Fixed an issue with herd population controls.
    • Fixed an issue with new cow births.
    • Fixed an issue with cows not being able to path through gates.
    • Fixed an issue with cows becoming abandoned if a barn is relocated, destroyed, or upgraded.
    • It is now possible for a herd to become overpopulated, resulting in penalties to herd health.

    [Crop Fields]

    • Crop fields too!
    • Fixed an issue where farmers would prioritize Apiaries over building, maintaining and planting/harvesting fields. Towns with an excessive amount of Apiaries may find a reduction in Honey/Wax production as a result.
    • Fixed an issue with assigning Farmers to Crop Fields.
    • Fixed an issue where farmers may become unable to access crop field storage and end up stockpiling several harvests.
    • Fixed an issue where if there were no farmers assigned when field maintenance starts, adding farmers after the fact would cause the maintenance to get skipped.
    • Fixed an issue where if a game was loaded when field maintenance was in progress, the maintenance would be halted.
    • Fixed an issue where Clover could be exploited for mad fertility gainz.
    • Fixed an issue where expanded fields did not update the affected fertility area until the game was reloaded.
    • Fixed an issue where expanded fields had the affected fertility area off-set from where it should be.

    [Game]

    • Additional clean up on localization issues and changes based on community feedback.
    • Increased frequency of traveling merchants arriving per year.
    • Increased frequency of Cattle and Heavy Tools showing up with traveling merchants.
    • Builders now have handcarts for significantly improved carrying capacity, making stocking build sites much more efficient.
    • Villagers will now always consider Temporary Shelters when seeking shelter, even outside of extremely cold temperatures, improving the frequency with which those buildings are used.
    • Increased population requirements for upgrading the Town Center to Tier 3 and Tier 4 to 150 and 300, respectively.
    • Reduced spawn rate of Wolf Dens during map generation. This fix is not retroactive.
    • Adjusted volumes of building selection sound effects for the Town Center, Graveyard and Rat Catcher.
    • Fixed an issue with animal generation on small and medium maps that should result in significantly more deer spawning on Small and Medium maps. While this fix is not retroactive, it can still result in increased deer respawns on old saves.
    • Fixed an issue where hunters would spend excessive time dropping off small amount of meat in tier 2 Hunter Cabins.

    [Buildings]

    • Apiaries now require at least one Crop Field before they can be built. Apiaries require farmers to service them.
    • Charcoal Kiln can now have up to 4 workers, but individual worker production speed has been reduced, for more GRAINular production control…wait we did that pun already.
    • Cooper Building now requires Tier 3.
    • Healer’s House and Hospital now stock Soap.
    • Reduced monthly upkeep of Healer’s House and Hospital.
    • Fixed an issue where Healer’s House upgrade did not correctly require a Tier 3 Town Center.
    • Trading Post will no longer burn down by careless villagers.
    • Fixed an issue where Fieldstone Wall was upgradeable to Palisade Wall.

    [Resources]

    • Adjusted some building Log and Plank costs for buildings.
    • Significantly increased the size of mineral deposits (clay, coal, gold, iron, sand). This change is not retroactive.
    • Mineral deposits (coal, gold, iron) now appear in single nodes and correctly display the total ore they contain. This change is not retroactive.
    • Adjustments to tree resources, including increased tree regrowth and maturation speed. Note: decoration trees do not spread new trees.
    • Added the megarock, a stone monolith that provides 1200 stone and can be found in many maps. This change is not retroactive.
    • Luxury goods no longer spoil. No more dropped pottery.

    [Combat]

    • Raiders are now less likely to target Brickyards.
    • Reduced damage of certain raiders.
    • Improved damage bonuses of weapons for soldiers.
    Feature release
    0.7.4 Hotfix 2 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]

    • UI scale now goes up to 2x. This is at least a step towards improving the experience at 4k resolution that could be done in short order.
    • Various UI fixes and adjustments, such as text clipping UI elements.
    • UI text tweaks to accommodate longer words in some languages.
    • Fixed blurry images on some building UI.

    [Tech]

    • Fixed a major issue when loading a game related to game pause occurring while the load screen was not yet gone.
    • Fixed a major issue where farmers would not work on fields.
    • Fixes for improperly displayed tooltips.
    • Fixed incorrect item counts with deceased villagers.
    • Fixed crop field outlines in certain odd cases when intersecting with roads.

    [Game]

    • Scrolling the camera far from the Town Center and into Fog of War now causes the Center on Town Center button to become highlighted.
    • Declined Immigration events no longer have a chance to turn hostile and pillage your storage. The ability to fight them was not working as intended and ultimately this old mechanic did not feel good as you are likely declining immigrants to avoid overpopulation and would sometimes be punished for it.
    • Pacing of villager Entertainment demands significantly reduced / delayed to smooth out how quickly your town needs to provide entertainment to maintain happiness.
    • Clay Deposit generation rates and sizes increased for some biomes. In short: moar clay. This change is not retroactive.
    • Building select SFX now correctly affected by UI audio slider.
    • Added/updated some missing/incorrect translations.

    [Buildings]

    • Waste accumulation in lower tier houses has been reduced.
    • Disabled the supply wagon construction button. The Supply Wagon is the starting point for your people and is not intended as a storage method beyond that point. In the future, we plan for a way to convert your starting wagon into something more useful.
    • Apothecary Shop relocated on building menu from Food to Amenities and Services.
    • Armory can now produce Shields without Iron Ingots. This allows armorers to produce items in Tier 2 even if Iron Ingots are unavailable, which can be produced in town in a Tier 3 Foundry.
    • Pub has moved to Tier 3 so that it now coincides with Brewery, which produces beer to use at the Pub. This change also aligns with the adjustments to entertainment needs.
    • Rat Catcher monthly costs reduced.
    • Theater monthly costs reduced.
    • Well water alert now only displays when well is empty.
    • Wind Mill flour production speed has been halved, but the number of Millers has been raised from 1 to 2, for more GRAINular control over how fast flour is generated.

    [Resources]

    • Honey no longer spoils.
    • Taxes generated by Pottery and Candle luxury goods in homes boosted from 3 to 4 gold per year.
    • Taxes generated from Spices and duration before they are consumed in homes boosted significantly.

    [Combat]

    • Tower and Soldier monthly upkeep costs reduced.
    • Raiders are now a bit more stabby but less likely to destroy certain buildings, such as Root Cellars.
    • Reduced armor on some raiders.
    • Reduced melee weapon damages slightly all around.
    • Regular villager attack boosted slightly.
    Hotfix
    0.7.3 Hotfix 1 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

    • Fixed a case where saved games could save in an incorrect directory. This issue manifests in several ways, such as game failing to load, loaded saves displaying issues such as drained water, missing objects, etc. Anyone already affected by this issue can follow instructions below.
    • Fixed a bug where some hand-entered map seeds could cause a game to not start.
    • Work camp workers no longer pool with builders.
    • Fixed a crop field worker count issue that could result in excess or even negative farmer counts.

    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!
    Hotfix
    Early Access Launch 2022-08-09 N/A Initial Release
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