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Farlands News

The 0.6 update is here!

[p]This update brings two big new features, plus a bunch of smaller ones that make everything feel more polished. Let’s start with the big ones.[/p][p][/p][h2]NEW PLANET: VANADIAN[/h2][p][/p][p][/p][p]Vanadian, the labyrinth-like desert of SR755, comes to Farlands with new resources, a unique day-night cycle, and a merchant packed with fresh and interesting stuff.[/p][p][/p][p]When you land, look for Bob the merchant. He sells unique seeds, new furniture, and strange artifacts. But since he’s a desert dweller, you’ll need to track him down across different areas of the planet.[/p][p]
Be careful if you arrive at night, because instead of insects, hostile mobs you’ll normally see in the mines will spawn.[/p][p]
And do you see that buried pyramid? It might be hiding something important for late game...[/p][p][/p][h2]CALENDAR EVENTS[/h2][p][/p][p][/p][p]Nine new events have been added to Farlands, seven on Terbin and two on Galea. Unlike the story events, these ones appear if you travel to those planets on specific days. They’re small events, but they’re a great chance to see new NPC interactions, buy unique items and artifacts from shops, and dive a little deeper into the world of Farlands and its characters.[/p][p]
With this new event type, you’ll now see icons on the system map showing available events. That includes story, tutorials, bachelors, and this new calendar events.[/p][p]
After those two big new additions, let’s go through the smaller ones:[/p]
  • [p]New story event: You can now see up to 50% of the story.[/p]
  • [p]Options improvements: Windowed mode and resolutions.[/p]
  • [p]New furniture sets: Vanadian inspired.[/p]
  • [p]New collectible: The Floots, scattered all across the system. They’re not required for 100% but they’re pretty cool.[/p]
  • [p]New recipe chip shop: Iriel now sells chips and food.[/p]
  • [p]New lighting system in Terbin, Bohr, and Galea: Each planet gets dark at different hours, so watch out.[/p]
  • [p]New animations for Iriel and Te’Kragh[/p]
  • [p]General bug fixing[/p]
[p][/p][h2]WHAT’S NEXT?[/h2][p][/p][p]Now it’s time to work on 0.7, the quality of life update. Truth is, we already have it pretty far along, but all that progress will “get spent” because first we need to update the Unity version we’re using, and that might break some things.[/p][p][/p][p]We need to do this because Farlands started on a Unity version that will soon lose support. It’s better to rip off the band-aid now and make the jump to a newer version right alongside the quality of life update.[/p][p]
We’ve already tested it and it doesn’t seem too bad, but even so Rubén and Néstor, our programmers, will spend a couple of weeks making sure nothing explodes and all systems hold up fine.[/p][p][/p][p]Once we get past that hurdle, we’ll let you know and continue with the roadmap toward 0.7, which should arrive sometime in October (fingers crossed).[/p][p][/p][p]Thanks so much for your support and enjoy 0.6![/p][p][/p]

How are things going?

[p]From the ashes emerged a developer. Sluggish and sore, as if he hadn't moved in a decade… and his first words after a silence that felt eternal were:[/p][p][/p][p]EVERYTHING IS GOING GREAT[/p][p][/p][p]Sorry for the radio silence since version 0.5. We've been completely swamped with work, but I can now say that everything is going smoothly. So in this update, I’ll explain how things are going and what you can expect in the coming months.[/p][p][/p][p]What are we working on?[/p][p][/p][p]Right now, given the usual processes and expected bottlenecks of development, we are working on three updates at the same time.[/p][p]There are still a few loose ends from 0.5 that will be resolved soon. Things like balance adjustments, sound effects, and other small details. Nothing important, but it all needs to be finalized.[/p][p]Version 0.6 has all the programming finished, so we’re currently working on the content itself. That includes dialogues, translations, events, balancing the new planet, and all the pieces that make it up. It’s nearly ready and will be released on the experimental branch in the coming weeks, and then on the main branch.[/p][p]Finally, since the programming for 0.6 is done, the programmers have been working ahead on version 0.7 for about a month now. That means the update should arrive a bit earlier than expected. Or at the very least, the wait will not be as long as it has been with 0.6.[/p][p]With that out of the way, what is coming in the next updates? Here’s a quick summary.[/p][p][/p][p]What’s in 0.6?[/p][p][/p][p]This version brings two important new features.[/p][p]First, calendar events. These are celebrations you can attend both on Terbin and Galea if you visit those planets on specific days. Farlands will have nine of these celebrations. They are all small events, but you’ll be able to enjoy new dialogues, unique character interactions, and new vendors who will bring a variety of items, collectibles, recipes, and more. They are worth attending.[/p][p][/p][p]Second, a new planet. The Vanadian desert, where you’ll encounter several insects, unique resources, and a slippery merchant who will sell you new seeds and some very strange items.[/p][p]Also, buried in Vanadian lies a peculiar structure whose mystery you will be able to uncover with the release of version one point zero. That is post-game content, so no questions yet.[/p][p][/p][p][/p][p]And 0.7?[/p][p][/p][p]This update focuses on quality of life improvements. There will not be any major new features or systems, but instead we will address things the community has been requesting since day one. We will also give the project a bit of cleanup, because it’s starting to feel dusty.[/p][p]You can expect things like button remapping, better feedback and usability in shops and menus, shortcuts for chest actions, improved tooltips, a rework of the early hours of gameplay, and a few fun surprises such as the speeder, which Néstor coded this week as a surprise.[/p][p][/p][p][/p][p]What does the future hold?[/p][p][/p][p]Oddly enough, we are following the roadmap with surprising accuracy. It looks like we will be able to stick to a schedule similar to the original plan. The release date for version one point zero is still a bit uncertain, but everything points to early twenty twenty-six. That gives us time for polish and bug fixing. And although zero point six has taken longer than expected, we are making up for it with an earlier zero point seven.[/p][p]Farlands is getting dangerously close to version one point zero, and for the team, it feels a bit surreal. We’ve been working on this project for two years, and what once felt so distant that we could barely imagine it is now a weekly topic of discussion. There is a strange mix of excitement for what is coming and nostalgia for what we are about to leave behind.[/p][p]But before I get too sentimental, it is time to get back to work. There is still a lot of content to add, many fixes to make, and many systems waiting.[/p][p][/p][p]Thank you all so much for your support.[/p][p]
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Patch Notes 0.5.7

[p]Alpha Patch Notes 0.5.7[/p][p][/p][p]New creatures available in the mines[/p]
  • [p]Ciempeldaños[/p]
  • [p]Crystal Bee[/p]
  • [p]Gatopo[/p]
  • [p]Copper Turtle[/p]
  • [p]Silver Turtle[/p]
  • [p]Celestium Turtle[/p]
  • [p]Gold Turtle[/p]
[p]Fixes[/p]
  • [p]Fixed a bug where the teleporter to the Ark would sometimes disappear.[/p]
  • [p]Various fixes to both animations and behaviors of mine creatures.[/p]
  • [p]Spatial sound adjustments: we will no longer hear the footsteps of creatures from across the map, but it's still not ideal, since depending on the character's position we may hear more on the right or left ear. In a 2D game this is odd[/p]
  • [p]Enemy spawn rates in the mines have been adjusted — too many were appearing in Bohr.[/p]
  • [p]Enemy drop tables have been changed.[/p]

Patch Notes 0.5.6

[h2]Hotfix[/h2]

  • Fixed a bug that caused the mine levels to be calculated incorrectly.
  • The camera issue in Zoe’s event has been resolved.
  • The portal to access the Ark in Oola’s event should now display correctly during the sequence.
  • Minor UI fixes for the sales box and interaction with the crafting machine.


[h2]Enemies[/h2]

  • New enemy added: Romba.
  • Mine robots now collect minerals.
  • Various fixes applied to the turtles.

Alpha 0.5.4 | Patch Notes

Alpha 0.5.4 | Patch Notes

  • Added Turtle enemy in the Bohr mine.
  • Fixed a bug that caused a warning message to appear when placing a duplicate item in the toolbox.
  • The fire lizard should now behave correctly after attacking.
  • Enemies should no longer attack immediately upon starting a new level in any mine.
  • The minecart on level 100 of Hafnir should now work properly.
  • Return minecarts in Hafnir levels should now activate correctly.
  • Fixed an issue that caused hearts to not display properly in dialogues.