Farthest Frontier v0.9.2 + Hotfixes

v0.9.2d

[Tech]

  • Soldiers now correctly aggro retreating raiders of no active threats remain.
  • Fixed an issue where building placement on sloped ground was excessively restrictive.
  • Fixed an issue where raid camp raiders could trigger raid notifications unintentionally. This fix may not be retroactive for raid camp raiders that are already spawned.
  • Fixed an issue where the game could fail to save based on your barracks configuration, ex. if town had more than 20 barracks.
  • Fixed an issue where a Barracks or Cavalry Stable window would instead show information for the last non-military building you selected.
  • Fixed an issue where relocation a Barracks or Cavalry Stable, then saving and loading, could result in a duplicate stuck rally flag.
  • Fixed an issue where Herds could become abandoned when relocating a Barn/Chicken Coop/Stable and saving and loading during that process.
  • Fixed an issue where excess laborers could get assigned to a task.
  • Fixed an issue where villagers will incorrectly grab resources from production buildings when handling storage limits. This previously resulted in, for example, wagons grabbing one item at a time from mines.
  • Fixed an issue where gold reserved by villagers could not be used to recruit soldiers.
  • Fixed an issue where saplings at work camps would get cut down after a reload and yield max wood.
  • Fixed an issue where raid indicators could appear on top of the HUD.
  • Fixed an issue where Rally Points could become unplaceable. Consequently, this fix also addresses rare cases where less animals or raids could spawn than intended.
  • Fixed an issue where Fruit production was counted incorrectly in the annual report.
  • Fixed an issue where villagers could ignore fires or react them with an excessive delay.
  • Fixed an issue where an invading army could demand payment again a year later after being defeated.
  • Fixed an issue where resource tooltips could get stuck on screen for objects in the fog of war (ex. boars)
  • Fixed an issue where Fences would count towards Walls and Cavalry Stables would count as Barracks in the building counter, and vice-versa.
  • Fixed an issue where relocation a building count result in a duplicated building.

[Game]

  • Items dropped on the ground are now hidden by default. You can toggle their visibility by holding Alt.
  • Game difficulty is now displayed in the top left of the screen for easy reference.
  • General Lighting improvements.
  • Increased Tree regrowth speed.
  • Hay is now prioritized for Barns, Chicken Coops, and Stables regardless of distance.
  • Barracks upgrade to Fort is now available in Tier 3, down from Tier 4.
  • Additional Raider tuning based on player feedback, particularly on Pioneer and Trailblazer.
  • Increased attack range of Archers and Pikemen.
  • Increased speed of Cavalry and Lancers.
  • Increased grow time of Hay.
  • Stables now correctly indicate that births per year drops to 0 when they are at capacity.
  • Updated unhappy villagers and soldier desertion notifications to be more clear (English-only text until the next update’s localization pass).

v0.9.2c

[Tech]

  • Fixed an issue where soldiers would leave their garrison during an attack without being commanded to.
  • Fixed an issue where, under certain circumstances, a dying soldier would turn into a “dead” villager, which could result in idle villager behavior all over town.
  • Fixed an issue with incorrect number of farmers displayed in the Crop Field placement tooltip. It now matches the farmers on the finished field.
  • Fixed an issue with an invalid tag in the military recruitment window.
  • Fixed an issue where missing weapons widgets over towers would disappear when heavy weapons were available in town.
  • Fixed an issue where fruit picked by villagers would not count towards fruit production.
  • Fixed an issue where reloading during a Field Maintenance would cause it to not reduce weeds/rockiness.
  • Fixed an issue where selecting None for relics in the Temple would still put that relic slot on cooldown.
  • Fixed an issue where raid camp raiders ignore wildlife attacking them. This fix is not retroactive for raid camp raiders already spawned, but will be for any raid camp spawns post v0.9.2c.
  • Fixed an issue where the unpaid expenses widget was not appearing over military buildings that has unpaid wages.

[Game]

  • Raider horsemen have had their health and damage reduced on all difficulties. Invading army horsemen have also been adjusted, but less than their raider cousins. Those appear on Vanquisher difficulty.
  • Reduced the number of raider horsemen that attack on Pioneer and Trailblazer difficulties.
  • Further improved effectiveness of light and heavy infantry and the bonus damage versus cavalry of pikemen.

v0.9.2b

[Tech]

  • Fixed an issue where the Trading Post would take more gold from town storage than intended (ex. after performing trades).
  • Fixed an issue where villagers stand around idle for an extended period immediately after loading the game.
  • Fixed an issue where production limits on meat could impact work at Barns, Chicken Coops, and Stables.
  • Fixed an issue where recently upgraded Barracks would still have a capacity of 12, rather than 24.

[Game]

  • Increased effectiveness of Pikemen, particularly versus cavalry and reduced their training cost.
  • Increased armor of Light Infantry.
  • Reduced enemy cavalry armor and health.
  • Fixed an issue where some enemy cavalry were improperly set as soldiers rather than horsemen, causing them to ignore the pikeman damage bonus versus. cavalry.

v0.9.2a

[Tech]

  • Fixed an issue where a save could fail to load with active battering rams.
  • Fixed an issue where Barracks/Forts disabled prior to v0.9.2 would be permanently stuck in that state.
  • Fixed an issue with recruit window tooltips.

[Game]

  • Hay now correctly rots.
  • Adjusted herder stocking behavior such that Barns etc. do not end up partially stocked.
  • Increased the threshold at which Archers refill their supply of arrows.
  • Villagers now avoid dropped items that are near threats, ex. raider camps.


Table of Contents
Major New Features
Tech
Animation
Game

v0.9.2

[Major New Features]

  • Official Mod support is now available through the Steam Workshop with official tools for uploading your own decorative buildings.
  • You can now request resources from visiting merchants at the Trading Post for a premium rate.
  • Chickens and Goats have been added to the game. You must construct Goat Barns and Chicken Coops to purchase them from the Trading Post.
  • New Soldier types are now available for recruitment: Light Infantry, Heavy Infantry, Archers, Pikemen, and Horsemen.
  • Stables have been added to the game. Stables house horses, so that your houses can be defended by horsemen. We are not horsing around.
  • Additional combat controls have been added: control groups (Ctrl-# to bind a selected group of units, press # to select), combat stances, and select all units of type.
  • With the addition of new combat keybinds, some default keybinds have been updated or removed. Keybinds have been reset to accomodate these changes.
  • Soldier management has been overhauled. Soldier are now organized into companies. Soldiers, and in turn their companies, gain veterancy based on combat experience.
  • Raiders have been studying your tactics and have recruited horsemen and catapults to bring down your defenses.

Back to Table of Contents

[Tech]

  • Raid warnings have been updated to trigger much sooner, and new indicators have been added to point you to the direction attacks are coming from.
  • Updated how resource reservations are performed to remove possibility of a production building becoming filled up while other villagers are on the way to grab some/all of the items.
  • Relocating a desirability building now updates the desirability overlay to give you a better idea of what impact the building’s new position will have on your shelters.
  • Fixed an issue where the Town Center build site could be cleared if it was destroyed.
  • Fixed an issue where worker slots could not be interacted with while a Trading Post is upgrading.
  • Fixed an issue where fruit trees could become deselected for harvest, preventing fruits from being gathered.
  • Fixed an issue where predator attacks would cause notification spam.
  • Fixed an issue where relocating a building would sometimes display the notification that a building requires more workers.
  • Fixed an issue where eggs and milk production was not being recorded in the annual report.
  • Fixed an issue where reloading the game during a raid would get the raiders stuck permanently.
  • Fixed an issue where sound settings could become reset back to max volume.
  • Fixed an issue where herders would stock their barns excessively.

Back to Table of Contents

[Game]

  • Increased population growth at 400+ villagers.
  • Items can now be disposed of from the Resources window, removing them from your settlement.
  • You can now toggle whether the game should automatically slow down to 1x speed when combat begins. These options are available by the game speed controls in the lower left.
  • You can now jump to a building’s work area or rally point from a new button on the building window.
  • Camera Positions can now be stored to the 0-9 keys, instead of just 1-3.
  • Shroud of the Unknown Soldier now increases the durability of Coats, Linen Clothes, and Shoes, rather than increasing recovery chance from Festering Wounds.
  • Wagons now assist in storage limit management and resource distribution.
  • Villagers now stop pursuing fleeing raiders much sooner rather than chasing them to the edge of the map.
  • Villagers no longer grab resources out of Markets to fill storage limit quotas at other storage buildings.
  • Wagon drivers now flee from incoming raiders.

Back to Table of Contents

[Buildings]

  • Fixed an issue where Graveyard construction cost was a flat 5 Stone regardless of the size of the Graveyard. Graveyard construction now correctly starts at 10 Stone and scales up to 100 Stone for a max-sized area.
  • Fixed an issue with Library’s desirability applying at 100% effectiveness regardless of distance. They now correctly have a fall-off curve like other desirability buildings.
  • Updated Barn mechanics to better scale with Herders and population. Milk is no longer generated in bulk, but rather throughout the year.

Back to Table of Contents

18 Likes

YEahhhhhhhhh

While it’s always great to hear that the new content that was previewed is arriving, it’s very sweet to hear about the quality of life fixes that we didn’t know about. Gonna be happy that wainrights will start running away by themselves!

1 Like

Nice, just picked this game back up from when it initially released. Nice to have a bunch of new content added and bugfixes / quality of life.

We are in the process of releasing hotfix v0.9.2a. You may need to restart Steam for the download to begin.

v0.9.2a

[Tech]

  • Fixed an issue where a save could fail to load with active battering rams.
  • Fixed an issue where Barracks/Forts disabled prior to v0.9.2 would be permanently stuck in that state.
  • Fixed an issue with recruit window tooltips.

[Game]

  • Hay now correctly rots.
  • Adjusted herder stocking behavior such that Barns etc. do not end up partially stocked.
  • Increased the threshold at which Archers refill their supply of arrows.
  • Villagers now avoid dropped items that are near threats, ex. raider camps.
4 Likes

The spirits of the countless villagers slain over the years in my towns can rest easy, knowing this fate will no longer befall their compatriots.

3 Likes

So it will be less like real life, given how people die trying to get dropped items on Black Friday :stuck_out_tongue:

4 Likes

Sorry, English is not my native language, I use google translate.

When laborer is used to pick fruits, the fruits are not included in the annual statistics

1 Like

One question please,
I don’t understand which is the relation between number of troops inside barracks and row shot against enemy after patch 0.9.2.
Did someone understand it?

Great update! However, I’m having an issue where all of a sudden, my fishing huts will show (all at the same time) that there are no fish nearby. This usually clears in a few minutes and seems random.

1 Like

v0.9.2b is going live now to address your bug reports and some feedback regarding the new raider horsemen!

v0.9.2b

[Tech]

  • Fixed an issue where the Trading Post would take more gold from town storage than intended (ex. after performing trades).
  • Fixed an issue where villagers stand around idle for an extended period immediately after loading the game.
  • Fixed an issue where production limits on meat could impact work at Barns, Chicken Coops, and Stables.
  • Fixed an issue where recently upgraded Barracks would still have a capacity of 12, rather than 24.

[Game]

  • Increased effectiveness of Pikemen, particularly versus cavalry and reduced their training cost.
  • Increased armor of Light Infantry.
  • Reduced enemy cavalry armor and health.
  • Fixed an issue where some enemy cavalry were improperly set as soldiers rather than horsemen, causing them to ignore the pikeman damage bonus versus. cavalry.
6 Likes

Thank from a Vanquisher player :slight_smile:

If light infantry can now wear plate, does that mean that the only difference between light and heavy is the ability to use heavy weapons?

Btw, in v092 you need pay many gold for soldier, it’s affect a lots to economy of game. Do we have more way to get gold

Light Infantry can still not wear plate. That wasn’t the patch note. Their armour rating is just now higher than a wet noodle

Ah, that makes more sense. Much appreciated.

Cheers

Next hotfix going live now. You may need to restart Steam for the download to start.

v0.9.2c

[Tech]

  • Fixed an issue where soldiers would leave their garrison during an attack without being commanded to.
  • Fixed an issue where, under certain circumstances, a dying soldier would turn into a “dead” villager, which could result in idle villager behavior all over town.
  • Fixed an issue with incorrect number of farmers displayed in the Crop Field placement tooltip. It now matches the farmers on the finished field.
  • Fixed an issue with an invalid tag in the military recruitment window.
  • Fixed an issue where missing weapons widgets over towers would disappear when heavy weapons were available in town.
  • Fixed an issue where fruit picked by villagers would not count towards fruit production.
  • Fixed an issue where reloading during a Field Maintenance would cause it to not reduce weeds/rockiness.
  • Fixed an issue where selecting None for relics in the Temple would still put that relic slot on cooldown.
  • Fixed an issue where raid camp raiders ignore wildlife attacking them. This fix is not retroactive for raid camp raiders already spawned, but will be for any raid camp spawns post v0.9.2c.
  • Fixed an issue where the unpaid expenses widget was not appearing over military buildings that has unpaid wages.

[Game]

  • Raider horsemen have had their health and damage reduced on all difficulties. Invading army horsemen have also been adjusted, but less than their raider cousins. Those appear on Vanquisher difficulty.
  • Reduced the number of raider horsemen that attack on Pioneer and Trailblazer difficulties.
  • Further improved effectiveness of light and heavy infantry and the bonus damage versus cavalry of pikemen.
6 Likes

I played for the first time since the game was released on steam. A lot has changed. The game sucked me in for 20 hours, during which I noticed many problems/flaws:

Trade:

  • There has never been a buyer who wanted to buy arrows, there are many such items that will never be sold/buy.
  • There could be a merchant with slaves/peasants who are looking for work. That way we can buy peasants or if we have too many then give them away.
  • It would be useful to add some “elite merchants” who have everything depending on the profession. Military equipment, food (farmer), good luxuries, minerals (miner).

Battles:

  • Archers in defensive mode do not shoot their bow, they stand and stare at enemies in range.
  • Archers in aggressive mode run to the attackers instead of shooting with the bow by which they die… They should stand aside and shoot their bow at the nearest person. In case the group is attacked then they rush to help with their sword. Because of this mistake, the archer is clueless.
  • The archer does not know how to beat through the wall, he waits until the enemies enter the castle. There should be an option to beat through walls or enter the wall.
  • Playing on the hardest level with archers is pointless, they don’t beat anything with the crossbow. There should be a third additional better weapon or new arrows, such as wooden, stone and iron arrows.
  • It is very hard to control an army of warriors, instead of focusing on the nearest enemies they get distracted by which they quickly die. Controls should be improved, they should attack the closest ones.
  • It would be useful to be able to comprehend enemy units.
  • Often during the alarm defenders who were restored to the tower had no weapons, towers should have 2x storage for sword, armor, arrows and bow.
  • It should be possible to expand the tower to level 3, adding some machinery to it, for example. At the highest level I can’t knock down the catapult that destroys my castle. Additionally, level 3 could have 3 work stations. Two workstations with current weapons are not enough, the tower is too expensive. I have 12 of them, they consume almost all my budget and in defense they are barely able to kill opponents.
  • The catapults are too strong, almost armored. They are hard to knock down, in addition, the troops who guard the catapults are also armored.
  • The tower should be automatic, if there is an attack then the men themselves enter it, if the attack ends then they go to work
  • There is too much difference in units, there should be more of them. My 6 level 2 soldiers were defeated by 1 bandit…
  • There should be negotiation and relations with the king, we give away our supplies every x time or we are attacked, if we have good relations and we are attacked by bandits then the king helps us

food:

  • A farmer in winter should be out of work and help chop wood, for example.
  • With 400 citizens there are problems with food, there should be an additional level of food stockpile. Fisherman’s and hunter’s huts should have additional space per person. With a large castle I constantly have problems with supplies.
  • With a population of 400, the warehouses are too small. Because of which I have to build a lot of them
  • Farming should have some templates to save or some ready to go to make it easier for new people to play. E.g. we choose a template that we want to have hay it helps us with that. I had to look for a tutorial
  • Stats show us how many months we have enough food and how much food we spoil. I thought at first that this was our total amount of food and how much food we use per month. I think this can be improved.
  • The possibility of creating a job of a person who would feed the animals by which the amount of food would increase. Maybe some feeders?

General:

  • It should be possible to make bridges or roads across the river.
  • Double walls don’t connect to each other, I think there should be a nicer model of them.
  • I would add more levels of roads/walls/gates.
  • Items for defending the castle are missing, such as hot oil, ballistas, moats, ditches, etc. On the hardest level it is very hard to defend, I had a case where I went from 400 people down to 200 because I had two attacks in a row
  • There is not enough stone on the map, not once did I encounter a quarry, only twice a stone that has 60 units.
  • It would be useful to be able to expand the cemetery
  • It would be useful to be able to negotiate with the king, maybe also some expeditions?
  • Navigating the world is a failure, the mini map is missing. Attacking outposts is very problematic without it
  • Houses should accommodate more householders; in the Middle Ages, 8 people each lived in a house.
  • Large townhouses would be useful
  • Positive mechanics of “guests” who travel through the land can be made. This would make the inn/hotel earn extra money

This is my feedback after about 20-25 hours. After that time, the game already has a boring endgame.

The whole premise of the game is that these peasants left the ways of their masters behind. Slavery would be antithetical to them. Unless you just mean buying them to free them. But “giving them away” wouldn’t be congruent with the game story.

This doesn’t make sense. Why wouldn’t you hunt in winter to supplement your fall harvest? Isn’t that what has historically been the case?
Edit: Sorry, misread farmer as hunter.

I’d just space them out more, that way troops can access any part of them without being exposed to attackers that haven’t breached the outer wall.

I think that’s the purpose of the crypt.

The whole premise was leaving the kings behind to found a new society. They don’t want anything to do with those kings.

Minimap is coming in the future, it has been confirmed.

8 people do live in the tier 4 houses.

It can be explained ze are prisoners. If we “buy them out” they will join our settlement. Thanks to this we have new people.

Currently, the farmer does nothing in the winter, waiting until it’s summer. You have to manually reduce the number of workers to 0 and then in the spring remember to assign them to work. Such an automatic function would increase the winter workers who can chop wood, carry resources or do other things where there are not enough people to work.

The double wall is terrible, it should connect nicely like in Stronghold for example

Before I unlocked the crypt I made many small graveyards. It should be possible to expand them.

If so, why did I receive a notification once that the king wants me to pay taxes? Otherwise he will attack me, if there is already such a mechanism it can be expanded.

8 people should be at the very beginning, level 4 should accommodate several families, such as 4. It should become a small townhouse.

By the large number of houses, our castle becomes very difficult, at the highest level its defense is impossible by the high cost of towers and their poor performance. Also the army at the enemy army is quickly destroyed. Every time my castle is destroyed. I had to make houses in another place and the town hall in another. Otherwise it is impossible to defend.

I think the game is made for pacifist people or those who play at an easy level. The highest level is practically unplayable and very tiring as you have a castle destroyed every few minutes.