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Lightyear Frontier News

HOTFIX SEPTEMBER 1ST | v 0.5.1723

[p]Howdy y’all! Fall is here, the leaves are dropping, and so is a new patch! We’ve made a lot of tweaks and improvements based on your feedback over the summer. We appreciate the bug reports and comments, so keep ‘em coming.

Highlights[/p]
  • [p]Fixed memory leak that could cause crashes in longer play sessions, especially on Xbox Series platforms[/p]
  • [p]Massively optimized Drone performance, especially for large farms with large amounts of drones[/p]
  • [p]Fuel scaling is now linear, greatly reducing fuel drain at higher Mech Power levels[/p]
  • [p]Reduced the fuel cost of walking and running[/p]
  • [p]Loadouts are now fully separated from one another [/p]
  • [p]Mech appearance is now connected to loadouts[/p]
[p][/p]
Full Patch Notes
[h2]
Bug fixes[/h2]
  • [p]Fixed memory leak that could cause crashes in longer play sessions, especially on Xbox Series platforms[/p]
  • [p]Massively optimized Drone performance, especially for large farms with large amounts of drones[/p]
  • [p]Fixed issue where the auto-save feature could in rare cases attempt to save the game every frame, causing all the saves to fail[/p]
  • [p]Fixed damage scaling settings needing to be reset to take effect every time a client joined a session[/p]
  • [p]Fixed issue where fences would not auto-complete building even when you had the resources[/p]
  • [p]Fixed issue where relocating fences would not remove the original fence position until building something else[/p]
  • [p]Fixed bug where refunding a Mod Chip could unequip an equipped Mod Chip of the same name[/p]
  • [p]Fixed issue where old renamed achievements would still retain their saved data, and could therefore repeatedly attempt (and fail) to unlock[/p]
  • [p]Fixed issue where the Eco-Warrior achievement would fail to progress after first restoration[/p]
  • [p]Fixed water being able to enter storage containers, occupying space while being invisible to the player[/p]
  • [p]Fixed issue where the feedback report menu could accumulate memory usage[/p]
  • [p]The damage material on the Woodwork mech set is now masked properly[/p]
  • [p]Removed visible seams from some metal and concrete modular building pieces[/p]
  • [p]Fixed minor issue where a Day Transition would cause the game to save twice[/p]
  • [p]Fixed the mech parts crafting menu showing an incorrect amount of owned parts[/p]
  • [p]Fixed "Switch to Legacy" button in Main Menu always switching to the legacy branch[/p]
  • [p]Pulled up rocks in Hexagon Valley that were under the terrain in various places[/p]
  • [p]Fixed markers being slightly misaligned on the map compared to their actual location in the world[/p]
    • [p]This means any markers placed out before this update may shift slightly[/p]
  • [p]Fixed various crashes
    [/p]
[h2]Changes[/h2]
  • [p]Fuel scaling is now linear, greatly reducing fuel drain at higher Mech Power levels[/p]
  • [p]Reduced the fuel cost of walking and running[/p]
  • [p]Loadouts are now fully separated from one another [/p]
  • [p]Mech appearance is now connected to loadouts[/p]
  • [p]Empty mounds will now dry up after one night instead of three[/p]
  • [p]Shooting a floater with the Seed Shooter will now cause it to detonate[/p]
  • [p]Floaters no longer block Farm Centers from upgrading radius[/p]
  • [p]Changed the resource requirement and Mech Power rewards for mutated plant and animal resource deliveries[/p]
  • [p]Reworked how we render objects in the distance, allowing visibility for objects much further away[/p]
  • [p]Changed the order of constructs in the build menu to be more intuitive[/p]
  • [p]Increased the base speed of all tractor type transform modes by 40%[/p]
  • [p]Transform Mode Movement Speed Mod Chip changed into Tractor Mode Movement Speed. It has a stronger effect but can only be applied to Tractor Type Transform Modes[/p]
    • [p]Any existing Movement Speed chips equipped on Trailblazer modules will be automatically unequipped[/p]
    • [p]Will temporarily cause a mismatch between the text in some languages[/p]
  • [p]Slightly decreased the effectiveness of Thruster Boost and Thruster Strength Mod Chips[/p]
  • [p]All Tool Range and All Tool Speed Mod Chips can now be inserted into either Arms or Windshields (to increase build diversity)[/p]
  • [p]Increased the effectiveness of Armor Up and All Armor Up Mod Chips[/p]
  • [p]Increased the effectiveness of Tool Range Mod Chips[/p]
  • [p]Slightly increased the effectiveness of Transform Mode Active Speed Mod Chips[/p]
  • [p]Reduced crafting cost of all Frames, higher tier Repair Kits, and Steel Parts[/p]
  • [p]Changed crafting cost of Sunglasses animal accessory to Clear Glass instead of Clear Lens[/p]
  • [p]The Seed Shooter will now immediately be usable again after firing at the last lock-on target, instead of having a cooldown of varying length afterwards[/p]
  • [p]The Seed Shooter crosshair bar will now only show when using lock-on, no longer briefly appearing with every free-aimed shot[/p]
  • [p]Added tumbleweeds to Hexagon Valley[/p]
  • [p]Added fishes and other small water creatures around Hexagon Valley[/p]
  • [p]Updated environment around a small lake in Frostpeak Ridge[/p]
  • [p]Replaced scraps of metal in the vault[/p]
  • [p]Replaced various alien ruin textures with rustier versions[/p]
  • [p]Updated the visual effect for filling the water tank by standing in water[/p]
  • [p]Updated icon to red to match the color of the red plantable bushes[/p]
  • [p]Changed the wording on some tutorial missions to be more clear[/p]
  • [p]Updated the name and descriptions of a number of constructs to be more accurate[/p]
    • [p]Will temporarily cause a mismatch between the text in some languages[/p]
  • [p]Updated item descriptions of seeds and sprouts to indicate growth time[/p]
    • [p]Will temporarily cause a mismatch between the text in some languages[/p]
  • [p]Re-added the Small Tent construct so players can sleep without having to build a house (sleeping in a tent will not grant coziness buffs)[/p]
    • [p]Will temporarily cause a mismatch between the text in some languages[/p]
  • [p]The campfire can now be placed on other constructs[/p]
  • [p]Made buildable walls less glossy to improve interior lighting[/p]
  • [p]Reduced brightness for various light/lamp constructs[/p]
  • [p]Picking up Wheat no longer triggers the "build a Seed Extractor" tutorial mission[/p]
  • [p]All metal roof pieces are now gray by default[/p]
  • [p]Made the large river in the middle of the map wider & tweaked the river banks to accommodate that[/p]
  • [p]Relocated one of the water sluices[/p]
  • [p]Adjusted some rocks in hexagon valley to reduce some clipping with the landscape in some areas[/p]
  • [p]When the Exofarmer goes into deep water it now triggers Emergency Protocol and the Exofarmer takes some damage in the process[/p]
  • [p]Updated grass color in Hexagon Valley[/p]
  • [p]General performance improvements[/p]
[p][/p][p]Our current goal is to release 1-2 more content updates during 2025. More news on that in the future. Until then, keep harvesting![/p][p]//The FRAME BREAK TEAM
[/p]

HOTFIX JULY 2nd | V. 0.5.1648

[p]A huge shoutout to our players who immediately reported and informed us of the craft max glitch! Thanks to you we were able to resolve it quickly. 💪[/p][p][/p]
🪲 Bug Fixes
  • [p]Fixed some crafting recipes being able to bypass component limits via craft max button[/p]
  • [p]Fixed the Woodwork mech set showing up as grey[/p]
  • [p]Seed Extractor II can now properly be accessed from behind[/p]
  • [p]Fixed crash that could happen when joining a multiplayer session[/p]
  • [p]Fixed issue where the Exofarmer could sometimes get stuck in a seated position outside the mech, unable to move. This may also fix issues where Clients could get stuck in an infinite loadingscreen when joining a session[/p]
[p][/p][p][/p][p]Now we're off on vacation for real (knock on wood...) see you on the other side, Exofarmers! 😎[/p][p][/p][p]//The FRAME BREAK TEAM[/p]

What's Ahead For 2025!

[p]Howdy Exofarmers! Summer is here, and we're about to take a long-awaited break from our hard work to get a proper farmer's sunburn, but before we crawl out of our little indie studio, we've got some things to share with ya! [/p][p][/p][p]As the big update is alive and kicking, we know that many of you are having fun figuring out the new world, but some of you are probably wondering - What's coming next?

Grab a cold beverage of choice and get ready to learn some more about our thoughts and more detailed plans for 2025!🍹[/p][p][/p][h2]A bright future☀️[/h2][p][/p][p]This year so far has been a process of exploring and thinking a bit outside the box. The Shifting Gears update was the result of a massive effort to sharpen our focus on what makes the game exciting to play and to live up to the fantasy we're promising players.[/p][p][/p][p]Since the update, we've done a bunch of hotfixes to solve issues and adjust features based on feedback. Some of these fixes include making the tornado less fond of stalking you, or making the game autosave to keep your hard-farmed progress safe. In July, we will be away for a month to rest and return with full, renewed energy to continue developing, fixing, and improving Lightyear Frontier![/p][p][/p][p]Hotfixes are one thing, but when can you expect the next fun update for Lightyear Frontier? We're hoping to drop another 1 to 2 updates for you in 2025! If you're curious, you can already find our updated Roadmap, which reflects some of the exciting new features to come, potential additions, and early concepts we're exploring![/p][p][/p][h2]Let us know! 📢[/h2][p][/p][p]Some feedback we got from this update is that you felt that the new map felt a bit empty, and we agree! Making the world nine times larger than the original sure was a massive effort in a short amount of time! After the update, we've continued to polish the map in some of our hotfixes so far, and we intend to continue with this to make the world feel more alive and to deepen the planet’s mysterious past.

We're also exploring small ways to strengthen your purpose and adding more depth and meaning around farming when you provide for the neighbouring colonies in need.
[/p][p]As we previously mentioned, we want to involve our players earlier in our game meching process and hear your thoughts and opinions on what is important to you. Therefore, we've prepped a survey for you!👇[/p][p][/p][p]This 2-minute survey will provide us with invaluable information we want from our community, including those of you who are about to join us!
[/p][p]Let us know what you think! ➡️Lightyear Frontier Roadmap Survey⬅️[/p][p][/p][h2]A Little Teaser 👀[/h2][p][/p][p]Use your powerful mech to pick up, carry, and throw logs, stones, and other big stuff. Carry it home to the farm and process it for lots of extra resources! This is something we're exploring, and we think this could be a fun addition to the gathering aspect of the game! What do you think?[/p][p][/p][p]Tossing logs like Swedish Kubb? Yes, thank you![/p][p][/p][p][/p][p]Don’t forget to rest your boots and soak up some sun! Have a nice summer! ☀️⛱️[/p][p]// The FRAME BREAK team[/p][p]
[/p]

HOTFIX JUNE 25TH | V 0.5.1628

[p]Howdy! We cleaned up the field from some new bugs and made some changes for ya! 🧑‍🌾[/p][p][/p]
🔁 Changes
  • [p]Farm Center & Resource Delivery Cannon construction costs changed from later game resources to Copper Ore[/p]
  • [p]Recycling the Farmech Ship now yields 30 Copper Ore (to prevent a previous softlock if a player lost any of the resources from the ship before they unlocked the technology to make them)[/p]
  • [p]Improved mech damage visuals[/p]
[p]
[/p]
🪲 Bug Fixes
  • [p]Fixed issues with buying mech power cores from Lola[/p]
  • [p]Fixed Artifact Findings entries not rewarding blueprints for "Strange" constructs[/p]
  • [p]Fixed vertex paint on spirepot trees so they sway correctly in the wind & updated color on them[/p]
  • [p]Updated collision on hexagonal rocks[/p]
[p]

Have a good one! ✨

// The FRAME BREAK team[/p]

HOTFIX JUNE 23RD | V 0.5.1619

Howdy Exofarmers!
[p]In this week's Hotfix, we've added some new content, like an upgraded Seed Extractor in direct response to your feedback wishing for more efficient seed production, but also made various changes and bug fixes! 🌱⚙️

A change we want to highlight for this hotfix is that we have updated the environment around resource-rich areas, so this may cause floating resources and extra plants in existing saves! We tried our best to avoid your homesteads, but keep your tools ready since there is a possibility that some extra resources might appear in your home! 🌳🪚 Check out our chunky fix list below! ⬇️✨[/p][p]
[/p]
🚀 New Content
  • [p]Added the Seed Extractor II blueprint to Milestone 5. The Seed Extractor II creates seeds with 5x the input and output in the same amount of time as the regular Seed Extractor[/p]
  • [p]Lola now sells Power Cores, which increase Mech Power by 1. (Their cost increases after every purchase)[/p]
  • [p]Added a ruin close to the starter area (To quicker get introduced to ruins and the artifacts)[/p]
  • [p]When starting the game for the first time, you will be presented with a short list of important settings[/p]
[p]
[/p]
🔁 Changes
  • [p]Updated environment around resource-rich areas in Outset Grasslands (some floating resource nodes and extra plants may occur in existing save files)[/p]
  • [p]Overhauled environment in the lower part of Outset Grasslands (some floating resource nodes and extra plants may occur in existing save files)[/p]
  • [p]Updated environment around resource-rich areas in the mountain (some floating resource nodes and extra plants may occur in existing save files)[/p]
  • [p]Updated environment outside the Hall of Fame ruin[/p]
  • [p]Increased drone watering speed by ~30% (in response to player feedback to make the drone feel more rewarding)[/p]
  • [p]Mech and Exofarmer damage scaling settings are now personal instead of controlled only by the host of a session[/p]
  • [p]Increased maximum queue in crafting constructs from 10 to 20[/p]
  • [p]Crafting queues now calculate the amount of time left and progress all queues by that amount of time at day transition[/p]
  • [p]Slightly increased Floater environment damage so they now break small trees in one hit (Have fun lining those shots up!)[/p]
  • [p]Moved Barrel construct recipe unlock from Milestone 6 to Milestone 3[/p]
  • [p]Moved Spike Saw Sweeping Strike Mod Chip recipe award from Milestone 2 to Milestone 1[/p]
  • [p]Spike Saw Mk. 1 is no longer listed as a reward for Milestone 1 (since you already have it)[/p]
  • [p]Changed the categorization of several decorations to be more intuitive[/p]
  • [p]Reduced the cost of several constructs[/p]
  • [p]Reordered available deliveries in the Resource Delivery Cannon menu to be closer to the expected order of discovery[/p]
  • [p]Made other players' Mechs look less floaty as they move around[/p]
  • [p]Honeybottle growth time increased from 3 to 4 days (existing saves with fully grown honeybottles may find them reverted to the growing stage, but they will be fully grown the next day instead)[/p]
  • [p]Mech tools are no longer unequipped from the Mech model when docked (to allow tool repair while docked)[/p]
  • [p]Added more resources all over the map and replaced resources that were floating in the air or were positioned weirdly[/p]
  • [p]Moved some existing nodes further away from mountain sides for easier extraction[/p]
  • [p]The wall preventing players from entering the ??? area is now visible from further away[/p]
  • [p]Increased the weight of several items that weighed less than 0.1 units and were incorrectly displayed as weightless[/p]
  • [p]Increased the Stone drop rate from Gravelgourds, upping the average yield by ~50%[/p]
  • [p]Added Spirepot Tree Sprouts to Lola's store[/p]
  • [p]Added some more Unstuck Safespot locations in Hexagon Valley[/p]
  • [p]Added a way to more easily get out of the Landing Pad and Loading Dock ruins in case you went in there without your Mech[/p]
  • [p]Removed a small beach where it was easy to get softlocked without upgrades[/p]
  • [p]Adjusted sun rotation[/p]
  • [p]Adjusted the color of the sky and grass[/p]
  • [p]Adjusted fog density and color during dusk/dawn[/p]
  • [p]Improved the collision of Ulf's house to make building his decorations easier[/p]
  • [p]Reduced Fuel Efficiency Mod Chip Lv 1 & Lv 2 power costs to 0, max fuel efficiency is capped at 90%[/p]
  • [p]Added a tooltip to explain how to select Mech Transform Modes[/p]
[p]
[/p]
🪲 Bug Fixes
  • [p]Fixed various crashes[/p]
  • [p]Drone fuel consumption reduced by 75% (Drones were using much more fuel than intended)[/p]
  • [p]Fixed issue where you were unable to find all artifacts for the Landing Pad and Loading Dock ruins[/p]
  • [p]Fixed a state that could leave the exofarmer without tools after a save file crash[/p]
  • [p]Lost Inventory can no longer spawn in water after exofarmer getting knocked out[/p]
  • [p]The Exofarmer now teleports to their mech when falling into the void inside the Vault[/p]
  • [p]Fixed issue where ranch animals would sometimes become "Sleeping Beauty" and sleep forever[/p]
  • [p]Fixed client seeing other Mechs sliding around after they had transformed back into Biped mode from another mode[/p]
  • [p]Fixed issue where player-made paths would sometimes fail to load for Clients[/p]
  • [p]Fixed a couple of issues that caused performance stutters for Clients when walking away from large groups of constructs[/p]
  • [p]Fixed an issue that caused eggs to not spawn correctly in multiplayer[/p]
  • [p]Fixed issue where "Drink Coffee" emote would not work properly in Photo Mode[/p]
  • [p]Fixed issue where Wheat Trophies would turn into Polyberry Trophies after saving and loading the game[/p]
  • [p]Crystal Shards' final delivery now correctly requires 100 items instead of only 10[/p]
  • [p]Resources shouldn't respawn incorrectly after a save and load[/p]
  • [p]Most likely fixed the issue where Behemoth would sometimes stop spawning[/p]
  • [p]Fixed issue where the textures of the flying Behemoth would often be very blurry[/p]
  • [p]Fixed issue where Phosphoric and Nitrogenic Fertilizer had the Potassic Fertilizer icon[/p]
  • [p]Villagers can no longer get stuck inside their lander if you're far away when they arrive[/p]
  • [p]Fixed the locations of the inspection points in the Loading Dock that were floating in the air or had obscured vision[/p]
  • [p]Fixed issue where coziness buffs would stop saving properly after 30 days of playtime[/p]
  • [p]Fixed issue where Floaters would deal a lot more damage to the player than intended[/p]
  • [p]Plants far away should now respawn as intended[/p]
  • [p]Adjusted collision on Hexagon cliff and Alien Fence to easier to step up as the Exofarmer[/p]
  • [p]Fixed issue where some models were slightly floating in the Loading Dock ruins[/p]
[p]
[/p][p]Next month, we are slowing down with hotfixes as many of us are starting to take some well-deserved time off for summer! But we always aim to have some of our cool team members available, so please share feedback or bugs you encounter. 🐛[/p][p]
Thank ya'll for hanging around! 🤗

// The FRAME BREAK team[/p]