Farthest Frontier Bug Report List:
Version: 0.75 F
Repair bug:
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the upkeep/repair bug is gone since version 0.75 F
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Repair behaviour: Villagers will repair the buildings closest to the resource site of the specific building material first, not the building with the most damage / lowest health, this can lead to problems in late game big cities when building maintenance becomes a frequent issue and buildings further out are “forgotten” due to distance
General:
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is there a hidden soft cap for pop at 1.000? If so please remove, or an option to remove for performance issues. „Berlin“ can’t grow anymore despite having more room.^^
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Collector resources like salads, mushrooms, bird eggs, won’t be deleted via roads/paved roads built over them
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Hit box issues when targeting watchtowers built close to walls. The game will select the wall elements behind the towers over the watchtowers. Momentary solution is rotating the camera to an angle where nothing else is in the way in order to select the tower
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Hit box issues when targeting street elements in building process underneath a gate / fence gate, hard to impossible to select the hitbox of the street element underneath
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Exploited resource: The icon of ores being reduced to zero will not despawn until the game is restarted, i.e. upon save loading
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Fence/Wall gate direction: Fence and wall gates will always “look” in the same direction, no matter how they are rotated via tab prior to construction, i.e. all gates will open to one side of the map
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Production buildings: If certain products are deactivated/not produced, the resources for that specific product will still remain in storage in that production building. Had this for instance with four smithies, deactivated gold ingots in two, the gold ore still remained in stock despite deactivated production of gold ingots
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Random drop in attractivity from T4 onwards, no service buildings/decorations moved, sudden drops happen
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T4 houses produce more poo. When jumping from T3 to T4 at the pop cap of 1k settlers, the upgraded T4 houses have an increase in garbage disposal demand, despite having the same number of settlers in the settlement
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From T4 onwards building maintenance becomes a permanent issue. In my playthrough six upgraded sawmills were neccesary to maintain the settlement, with planks being constantly low - which were available in abundance prior to upgrading to T4 (both carpenter buildings needed to be deactivated)
Barns:
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barns are working fine since version 0.75 F, with the exception of herd health, which seems to rapidly decline whenever new animals are born over the herd pop cap (16). New animals are not immediately slaughtered
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Suggestion: Cow poo. Cows should produce way more fertilizer than humans. After all that’s still a thing today. Yep, that’s right, your breakfast was probably growth stimulated with the final byproduct of a sweet cow
Moo!
Raiders:
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Raider notification at times missing since last patch
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Battering rams auto attack / aggro after loading a game, for instance if a siege army is waiting for a decision wheter to pay them off, after loading the rams will attack/aggro instantly while the army is still waiting out for the decision to be made
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Fence gate aggro: Fence gates draw unneccesary attention of raiders, they’ll constantly attack fence gates around farm fields and work outposts. Mind you this can be exploited by placing lots of cheap gates around a fortified city close to watchtower range
Troops:
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Shields not used (probably due to EA missing animation)
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Upkeep too high. Currently it’s only possible to maintain troops financially from T3 onwards (or in T2 via mass trading, which is currently impossible since 0.75 F, see market section)
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Troop movement: Currently troops auto aggro enemies in their range, also stopping their movement orders, like a magnet to enemy mobs. They’ll also run to the next gate even if it means running a super long distance if in range of an enemy mob, with a wall separating the two. Only workaround is to keep the troops far away from enemies to keep them out of their aggro range
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Troops move through closed gates and get zerged by the enemy
Watchtowers:
- Target priority stupid, towers prefer shooting distant targets over those who attack gates or towers, i.e. they should prioritize targets that attack them and structures, the immediate threat, not prefer attacking targets that run away or are afar, while they get destroyed, as they do now
Walls:
- Rebuilding walls after an attack: Rebuilt walls all spawn as a brick, looks like lego. Only workaround atm is to fully raze the destroyed elements and rebuild them manually. Or living with a lego wall
Market:
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Market selection does not fully deactivate after clicking something else, market and market workers remain marked in yellow, until market is clicked again and deselected
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Market worker transport capacity seems to have been considerably reduced since last patch. The market is no longer able to efficiently restock, resulting in a considerable reduction in efficiency
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Market inventory capacity indication is missing
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Transferred gold from the market is not physically present in the game, much like medieval digital bitcoin currency. Yet still somehow raiders can steal the gold from storage buildings. Would be good if market gold for playability reasons would be transferred to allocated storage buildings like warehouses which allow gold and/or bank buildings/treasuries
Work Camp:
- Work camps settings in terms of wood/stone cutting are no longer fully saved since 0.75 F, if the panel was moved on ‘wood only/no stone,’ resetting it to, say, 5 wood / 1 stone, will result in the work camp settings returing to ‘wood only/no stone’ after deselecting the building, so the new settings are not saved. Current workaround: Returning to ‘1 wood/ 1 stone’ is being saved. This is since 0.75 F and worked fine prior to the patch
Water wells:
- Water wells are constantly shown as empty after being upgraded
Breweries:
- Breweries show a „currently not entertaining anyone“ icon for unknown reasons at times
Hunters Lodge:
- Hunters show „no deer in range“ icons, despite deer being in their determined working radius
Fisheries:
- Icon „no fish available“ simultaniously on all fishing huts at all water sources
Farms:
- changed soil seems to not work as intended. The slider remains on „planned soil“ but nothing happens
Fruit Farm:
- Random trees grow under the fruit farm trees, which looks ugly and in reality would take sunlight away from the trees. Would be nice if fruit trees would stop random trees/bushes growing on their position
UI/Interface:
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Under general settings: Even if deactivated by default, highlighting villagers is usually active. Also after every restart and/or loading a save game. Currently only deactivates if manually clicked and declicked again
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At times grass grows over streets and entirely covers them up (high enough to let people vanish in it). After 0.75 F my prior city was also partly covered in very high grassland all of a sudden
Suggestions:
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Missing button to swap between building variants (like decorations, houses, ect.)
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Option for manual gate control, open/closed/automatic
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Bridges! Very important to reach certain areas and keep logistics efficient, two variants (wood/stone upgrade) recommended
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Lategame resource dryout: Once all (or almost all) sources of a resource are exploited, a trigger should spawn three new resource locations, together with a popup notification which can focus the camera on the new resource nodes („random villager found a new coal source while trolling around in the woods"). New resource node spawns should be in unsettled territory only, i.e. far away from the city/buildings
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Far down the road: Ferries, for transportation purposes. Fishing boats as an upgrade to the fishing hut. Trade harbour – with an option to build one (upgraded two) trade ships, to be sent out to do trade deals with far away settlements/cities
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Horses: Scouts on horseback. T2 horsemen with bows/Crossbows, T3/T4 cavalry (mailed knights, lancers)
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Horses/donkeys as an upgrade for the oxcart building (depending on the animals being bred)
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Sheep farms (wool/meat)
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Chicken coop (eggs/low meat yield, 1 worker, T1)
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Goat farm (low cost, one worker, low meat/milk yield; less fertility required. T1. In reality during the dark ages around the year 1300 A.D a volcanic eruption caused a mini iceage in Eurasia which let all hell break loose. It caused a mini ice age due to the volcanic dust darkening the atmosphere, thus farming became hard and the age of the until then greatest mass exodus started (no, not the US yet as navigation and sailoring was not that far advanced). Saxons and „Angeln“ (Angles?) moved to Britain (thus the name Anglo-Saxons) , the Franks to Gallia (France), Visigoth in Germania, and so on. Attila the Hun moved in from the eastern steppes and all people were kinda on search for better soil and warmer climate. It started the economic downfall of the Eastern Roman Empire. Goats were a real life saver back in the day since they eat every crap. Ok a bit way off topic with this one but goats rock
)
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Salt: Saltmine. For food conservation purposes (fish/meat)
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Trashbin: An option to throw overproduced resources away to free up space (currently having 13.935 arrows, 2.354 leather, 2.217 candles, ect.)
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Camera position saves: This is a great idea. More camera position saves (Ctrl+Alt+4-9/0) would be welcome
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Auto refill option for jobs on the job menu. Atm you have to manually replace deceased workforce frequently. It would be a quality of life improvement to auto refill jobs via job menu, much like wares in stock in the market already have that option
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“Wet look” for certain buildings and roads during rain - if possible and not too resource consuming, not a neccesety, just eye candy
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Plated helmets for plate armour guards: The design of armoured raiders (especially horned helmet on plated raider, detailed shield on plated invader) looks really beautiful, the plated town guard not so much. The cuirass is ok, the belts are fine and detailed, but a neat helmet instead of an iron version of the leather hood would certainly add alot of flair to the guards
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Production caps for resources. Ideally even with an option to auto release/enlist workers to allocated jobs
GREAT game so far, very addictive! Great dev-team, too! Quick to respond and adress issues, as well as responsive in regards to community feedback. Very good job and greetings to Massachusetts!