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HOTFIX JUNE 5TH | V 0.5.1593

Heya Exofarmers!
🔥Steaming Hotfix Incoming! 🔥

A huge thank you to the community for sending bug reports and feedback our way after the update! 🐛We put in fixes for some of them already in this hotfix and added some changes. This is what we fixed so far:

Patch Notes
V 0.5.1593


[h2]🪲BUG FIXES[/h2]
  • Removed various holes in the landscape
  • Fixed camera snapping when Mech falls over
  • Fixed issue where saving & loading during intro could cause a quest to be missed
  • Fixed issue where clients would sometimes fall through the world when joining a session
  • Fixed Notification Marker UI issue in the Customization page on the Mech Dock
  • Made damage caused and received by Mech collisions more consistent for clients
  • Fixed issue where the Mech could get moved to the starting location when loading a save file in a specific circumstance
  • Fixed issue where faraway neighbours could fall through the world and disappear for the rest of the day
  • Fixed issue where Fence Gates would only provide coziness when closed
  • Fixed issue where players were sometimes able to interact with Mech parts from within the Mech
  • Fixed issue where interacting with inspection points would make you partially invisible to other players
  • Fixed parts of certain transform modes briefly appear when installing them on the mech
  • Fixed Compost Box processing effects not playing
  • Fixed doors not opening or closing if an Exofarmer was standing too close
  • Getting knocked out now exits photo mode - would previously make inputs unresponsive
  • Fixed the Field Plow, Pathmaker, and H.O.E. not working on snow
  • Potentially fixed issue where foliage could look unhealthy even when far away from restorable trash
  • Fixed grass and other elements that in certain circumstances moved in a choppy manner or froze completely, particularly at very high frame rates
  • Fixed issue where you could build on the water in the underground lab
  • Fixed issue where you were incorrectly allowed to build on some constructs, like the Merchant Dock and Farm Center
  • Fixed Delivery Cannon not playing any animations when performing a delivery when loading a save with an in-progress delivery (Will now complete delivery right after loading in save instead)
  • Fixed some goo disappearing without clearing it
  • Center-aligned UI of coziness buffs on HUD


[h2]🔁CHANGES
[/h2]
  • Added descriptive text to save files that are not compatible with the current game version
  • Mech collisions can now damage large trees
  • Overhauled the environment around the vault
  • Floaters don't target Refillite anymore
  • Auto-move is no longer cancelled by opening selection menus, inventory menu, etc.
  • Overhauled the environment around the landing pad ruin
  • Populated area around the harbour ruins
  • Caroot and Chromaize now glow at night
  • Reduced scale of Caroots to improve visibility of the mounds and adjacent plants.
  • Added foundations to some constructs that didn't have them previously
  • All planted large plants now have the same size water indicator


We're aiming to have another beaming hotfix ready for you all next week! Until then, get em' farms growing! 💪✨

//The FRAME BREAK TEAM

OUT NOW - SHIFTING GEARS UPDATE!

It's here, it's finally here! Check out the new content, changes, bug fixes, and find information about our updated Road Map at the end!

We've been elbow-deep in the gears to bring this update to you, our community, and we are beyond excited to open up our barn doors and show our harvest! ⬇️

🚀 New Content
  • Added a modular building and integrity system
  • Added Exofarmer tools (H.O.E, Watering Can, Seed Bag, Repair Tool)
  • Added Types to Crops and Mounds with various effects when they interact to encourage crop rotation
  • Added drones to automate the watering process, accessed by building a Watering Drone Station
  • Added Mech and Exofarmer health
  • Damage can be scaled for each in the Settings menu
  • Added the Mech needing fuel to operate
  • Fuel consumption rate can be scaled in the Settings menu
  • Added Home Area system to streamline various home-related systems like crafting from storage, Coziness, and fast travel
  • Added the ability for Exofarmer to pick up resources, instantly moving them to the Mech's inventory
  • Overhauled core progression with a new crop delivery system, accessed via the Delivery Cannon
  • Added inspection points that players can interact with to get information about things in the world
  • Added loadout functionality to make it easier to quickly swap parts and tools on the Mech
  • Added "Queue Max" accelerator button to timed crafting Constructs, instantly queues as many of a resource as possible
  • Added an indicator to show new recipes and Constructs
  • Added "Quick Deposit" accelerator in storage Construct menus
  • Exofarmers can now cycle between equipped tools on unpiloted mechs by interacting with the equipped tool
  • Constructs can now be recycled with a shortcut while in build mode
  • Added "Auto-hide HUD" setting
  • Added new Exofarmer emotes
  • Added several events and hazards to the game world
  • Added new lore text unlocked by finding artifacts
  • Added "Day Length" setting
  • Added additional Decorations
  • Added new minerals to the game world
  • Added snow and gravel materials to the landscape
  • Added more artifacts in various places in the world


🔁 Changes
  • Improved Exofarmer animations
  • Made physics simulation, including Mech movement, start slowing down when below 19 FPS rather than 30 FPS
  • A Mech colliding with an object can now deal damage to that object
  • Items placed directly into storage now count towards discovering new recipes
  • Storage constructs can now be relocated without having to empty them first
  • Available items will now be automatically contributed to a construct when placing it
  • Overhauled Mech animations and effects
  • Changed build mode controls to allow full movement capabilities
  • Many larger objects will now appear to break apart when destroyed, e.g., trees and large bushes
  • Split resource nodes between respawnable and one-time nodes, with new art to distinguish the two
  • Overhauled Mech customization to allow for easier and expanded control over parts appearance and colors
  • Recoloring is now done via a menu instead of via the Exofarmer’s Paint Gun
  • Removed Paint Gun’s secondary color mode
  • Overhauled game world
  • Overhauled fertilizer to make it easier to get and apply with a new transform mode
  • Overhauled scale of game world objects and constructs to be more suitable for the exofarmer and properly convey the mech's size
  • Overhauled the Irrigation Hose's secondary ability to make it more viable for larger fields
  • Overhauled the Artifact system to unlock lore texts and rewards over time
  • Split the Field Plow and Harvester into two separate Transform Modes
  • Changed the third-person camera for Exofarmer
  • Added distance blend to cliff materials, leading to sharper textures up close
  • Overhauled narrative and game introduction
  • The mech can now absorb water simply by standing in it
  • Updated the world map, including a more granular fog that clears as you explore
  • Changed the shape of respawning resource bases so that dropped resources are easier to retrieve
  • Updated and added many Mech and Exofarmer sounds
  • Completely rebuilt crop systems to support much larger fields
  • Removed hazardous events that occurred on your farm (Slime Bubbles, Noxious Weeds)
  • Increased the render distance of player-made paths
  • Exofarmers can now be submerged deeper in water before getting teleported back into the Mech
  • Increased Mech acceleration and turning speed
  • The Vacuum Harvester can no longer be used to harvest crops
  • Renamed to “Resource Vacuum”
  • Adjusted achievements to fit the new progression and world
  • Made the Mech stick better to the ground when running at high speeds
  • Drastically reduces the frequency of situations where the Mech stops running on slopes
  • Overhauled tutorial missions
  • Updated main menu visuals
  • Increased queue size in timed crafting Constructs
  • Added amount slider to timed crafting Constructs
  • Made trees and other landscape features visible from further away
  • Updated item pick-up and discovery HUD notification
  • Updated water tank HUD element
  • Made the mech heavier - faster falling, more stable, rolls less when falling over, can't be pushed by exofarmers anymore
  • Updated water materials for more variety and improved visuals - there are now differences between rivers, ponds, and lakes
  • Water now reacts to the Mech and Exofarmer moving through it
  • Added and improved various animal animations
  • Overhauled various ruins
  • The alien-themed music now stops playing when players have found all artifacts in a larger ruin area
  • The Mech now assumes a different, slightly crouched pose when unpiloted
  • Improved collision on several objects
  • The Seed Shooter can now be fired continuously by holding down the shoot button
  • Significantly improved Seed Shooter lock-on performance, especially network performance, to allow for more simultaneous targets
  • Adjusted Seed Shooter lock-on behavior to make the acquisition of many targets much easier
  • Made the Irrigation Hose's primary mode cover more area, requiring less precision aiming
  • Rebalanced resource progression and changed nearly all construct costs
  • Mech thrusters will now fully recharge in the same amount of time, regardless of duration upgrades
  • Recycling a painted construct will now give back the applied paint
  • Crops no longer wither 3 days after reaching the mature stage
  • Recycling constructs now adds items directly into the Mech's inventory

🪲 Bug Fixes
  • Fixed recycled, or relocated hologram casting a shadow before disappearing
  • Fixed players getting stuck attempting to create a new save game with all save slots filled
  • Adjusted pop-up message when unable to disembark the Mech
  • Farm animals can now experience the "Alone" status if they don't have enough company
  • Fixed a rare issue where the player didn't spawn correctly, sometimes leaving them in a blue void
  • Potentially fixed issue where some players would lose system audio when entering Multiplayer
  • Fixed an issue that could progressively decrease performance and increase memory usage during a play session
  • Fixed issues related to movement speed and encumbrance when using a Transform Mode
  • Fixed several issues related to the spawning of resources
  • Fixed snapping in build mode being too aggressive on the vertical axis
  • Fixed most camera clipping in first-person as the Exofarmer when using zero view bobbing
  • Fixed player-made paths sometimes being visible where they shouldn't be
  • Fixed issues related to the frequency and context of PIP-3R dialogue, which should now happen less frequently and be more relevant
  • Fixed controller vibration pausing periodically when using Mech thrusters for longer periods
  • Fixed oversized snapping boundaries on Grinder


New Roadmap! 🗺️
Phew, that list was a real wrench-turner! But the machine doesn't stop here.

We have reworked our roadmap format from the ground up in an effort to give you deeper insight into our development process. We want to try to share our plans in a much earlier state than before, even if that means sharing ideas that might not end up in the final game!

The new roadmap contains what we are already working on for future updates, for example, a new biome, ruins, building options, and more! It also contains features we're currently exploring and prototyping as possible additions to the game, like more traversal options.

We wanted to be as transparent with you as possible, so we even added features we're considering, although not ready to commit to, like the much-requested Creative Mode or expanded multiplayer hosting options!. At present, a lot of our focus will also go towards quickly fixing any bugs that may crop up after the latest update, but we plan to actively update the roadmap as we shift more of our effort towards working on the new content.

We're committed to constantly improving and evolving Lightyear Frontier, and the feedback from our community plays a huge role in shaping what comes next. We want to open up the dialogue with you even further than before and hear what you think through all stages of production. What are you most excited for? What do you feel is missing from the roadmap? Join us as the adventure continues, and check it out below!



Share your thoughts and suggestions about the Shifting Gears update and our Roadmap on Discord!


Thank you for joining us - See you next harvest!
// The FRAME BREAK team


➡️ Join our communities:

Shifting Gears Update Stream

Join us as we're showing off the new Shifting Gears update! Enjoy a whole new map and new features together with My, Wilmer, Christina, and Jessica from the FRAME BREAK studio!

PRE-PATCH EVENT🚀

Howdy, Exofarmers!
Are you excited for the Shifting Gears update? 👀

Roll up your sleeves and get ready for some crafting to make a spaceship in preparation for your new chapter! As a reward, you will also receive a new mech skin to use both in the Legacy branch and the Shifting Gears update! 🔥

🕜 The event ends on June 3rd!

Steam players will still be able to access and enjoy the event's contents via the Legacy branch even after the official timeframe has ended.

Now get crafting, Exofarmers, and see you on the other side! ⚒️🚀

//The FRAME BREAK TEAM

Lightyear Frontier will be getting a much bigger world, a narrative rework, hazards, and more in an update next month


Lightyear Frontier launched into early access a little over a year ago, and it generally seems to have trudged along reasonably well since then. It's not quite ready for 1.0 just yet, but a new update was announced by developers Frame Break and Amplifier Studios earlier this week that sounds like it'll be bringing in some much needed changes.


Read more