All found Bugs as of 23.03.2024

Version V0.92

Hello,

First of all concratulations on the many improvments to Farthest Frontier. After not having played a while the many additions work out really nice to both help improve the gaming experience and also to manage both resources and digital people around one’s city. The local limits on production and the automatic halt production and reapplication of workforce is especially helpful and very polished. So thanks alot for the many many hours of fun with this already very decent gem of a game.

Apologies in advance for all bugs that may already have been reported and/or even fixed. Didn’t have time due to work to upload this in the recent weeks.

I’ve also added a list for features but it’s rather a wishlist and/or ideas for the future or even dlc’s.

Cheers and happy gaming :slight_smile:

Bugs:

  • Minor plants like salad are still not deleted when roads are built over them
  • The cart wagon from the start now partially clips into the ground and changes position a bit after loading a save game
  • Text message error for the new disband units button in the barracks
  • Turrets still do not fire upon the closest threat to them, like enemies hitting at them, but will continue to engage distant targets, getting destroyed in the process
  • Exploitable Raid/Reload bug: After loading a savegame while being raded and not yet engaged, enemy soldiers will turn idle, and also not defend themselves. Battering rams and catapults do continue to move and attack, however
  • Battering ram ‘drivers’ do turn idle after spawning out of a destroyed ram
  • Respawning vegetation: Rare but still existent. The vegetation inside the city respawns and puts the entire city and/or parts of it under bushes and grass
  • Rats infest warehouses which do not stock food
  • Farm animals still escape their fenced herding area
  • The ability of settlers to mitigate threat zones like bandit camps and/or wolf dens is highly varying, an ability to flag no-go areas would be helpful
  • Minor bug where a chicken coop was blocking two tiles behind it, despite being built 90° in the other ankle; this was solvable by relocating the building forth and back and happened only once
  • When building diagonal roads (45°) and putting fences on both sides - which is only possible in a zig-zag way – settlers will get stuck on the road after completing fence element construction, they seem to have pathfinding issues and will go idle until starvation; corpses both of settlers and wild animals will also not be collected from roads which are fenced this way; the only workaround is to manually move them away, then they’ll work again. Other than that the road will be normally used
  • Raiders are spawning to archeological digsites at insane rates, several groups a year

Features:

  • The ability to deactivate supply of barrels for warehouses – in case they are not used to store food this makes only sense
  • More music titles
  • An “apply to all” button for building configurations like storage maxima
  • Bridges (!)
  • Rivers
  • Waterwheels
  • A button to define an area (with an option for priorization) which to auto clean of any bushes/trees; this makes sense for pasture areas for farm animals
  • A button to clear up an area of any vegetation – including unclickable high grass; this makes sense for pasture areas for farm animals
  • Medic/Healer for Combat, as settlers basically won’t arrive in time to save bleeding out soldiers outside the city
  • For aesthetic reasons: The ability to delete herbs and salads, the basic starting food that remains existing under certain areas like fruit trees ( as already possible with berry bushes)
  • Catapult tower upgrade (T3/T4), with a stone cutter for ammunition
  • Sheep. Wool as an alternative to leather for winter cloth
  • An option to plant decorative trees in groups
  • An option to cancel building of trees en mass – in order not to click every single one
  • Maybe in a later addon: T5 Era, with cannons/gunpowder units
  • Maybe in a later addon: Falconers, to scout areas with falcons, for instance to uncover otherwise not reachable areas of big lakes (should have an endgame option, like a “working area” in which ranged units get a precision/dmg bonus)
  • Maybe in a later addon: Naval Trade, maybe even naval combat
  • Maybe in a later addon: An ability to upgrade companies with perks per experience level (this implies to have options to increase their survivability, however – like a longer bleedout timer + healers/medics)
  • Maybe in a later addon: Crime! One settler just killed two other settlers after coming out of a pub, drunk. We need prisons for evil evildoers
  • Maybe in a later addon: MOAR map types – like jungle, ice/boreal, desert, islands, tropical islands
  • Maybe in a later addon: Natural catastrophes: Floods, earthquakes, hurricanes, tornados, vulcanic eruptions
  • Maybe in a later addon: External maps, for naval combat, ground combat, ability to raid other off map locations (enemy fortresses, bandit camps, archeological sites, ect.
  • Maybe in a later addon after a later addon: Ability to build a kingdom, i.e. multiple settlements; diplomacy with neighbouring factions
1 Like

Apart from the “combat” theme, which I see that I like a lot (not so much for me, I prefer a building/strategy game but without so much battle), although on the other hand it is a human being’s scourge.

Well, it’s good what you say to add to the game.

I would add more resources, more construction and distribution buildings and more decorations.

A greeting.