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Farthest Frontier News

The State of Early Access - Update #01

The reception to Farthest Frontier so far has been fantastic and we’re glad to see so many of you enjoying the game, providing feedback and reporting issues. The game will become the best version of itself thanks in part to your support and contributions. It’s the very reason we wanted to do early access again for our second title; the community is showing us that it was the right decision.



We’ve been busily reviewing your feedback, getting bug reports to TOP MEN, and we’re now ready to talk about some of the changes and improvements you can look forward to in the near future, and throughout early access. You can expect this to be the first of many updates we post during early access to keep you in the loop of how things are going and where we are headed.

This is in no way a comprehensive list of what will happen in early access, but we’d like to address some of your top concerns.

So let’s dive in on our official forum.

Farthest Frontier devs didn't include churches to avoid 'drama around real world religions'




This article was originally published on August 17, and was updated on August 18 to include a response from Crate Entertainment owner and lead designer Arthur Bruno. Click here to jump to the response. ..
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Farthest Frontier v0.7.4 Hotfix 2 is now live

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 turn 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.


Farthest Frontier crop rotation guide: Getting the most out of your farms




Farthest Frontier's crop rotation system is one of the survival city builder's most complex systems. Just like your villagers, crops are susceptible to summer heat waves, winter's freezing temperatures, and even diseases. Fields need to be free of weeds and rocks, and keeping the soil fertile to increase the yield of your crops can be a major challenge...
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