Farthest Frontier v0.9.7


Table of Contents
Major New Features
Art
Tech
Animation
Game

v0.9.7

[Major New Features]

  • Mod support has been greatly expanded with the addition of the non-IL2CPP launch option. Performance in this version of the game may vary from system to system, but it offers unprecedented access to changing up the game’s mechanics and content through mods.
  • Steam Achievements have been added. Show off your city building skills by earning them all!
  • Villagers now engage in idle activities in their free time to help liven up your settlements.
  • Supply Depots, smaller versions of the Storehouse, have been added to better manage your resources across the settlement.
  • Additional ambient sounds have been added to liven up your settlements and combat.
  • Building variants can now be cycled with the Alt key when placing new buildings.
  • Double-wide versions of wall gates have been added.
  • Walls and fences can now be constructed at 45 degrees angles. Wall placement has been improved such that parallel walls no longer connect, except at support pillars. NOTE: due to the significant changes to wall placement, these changes may rarely result in some wall segments in existing settlements appearing out of alignment. Simply rebuilding these walls should resolve the issue.

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[Tech]

  • Load times have been optimized. To benefit from this, the save file needs to be resaved in the v0.9.7 format. In our internal tests, we observed anywhere from 25% to 66% improvement in how long a settlement takes to load. This will naturally vary based on your own setups and system configuration
  • RAM usage has received an optimization pass, resulting in reduced RAM allocation for the game, particularly in larger settlements.
  • Addressed various UI issues related to UI scaling and 4k resolutions.
  • Fixed an issue with Temporary Shelters where they would not quality for villagers to use them despite being stocked. This resulted in villagers in distant work sites dying of exposure when it could have been avoided.
  • Optimized villager movement, particularly in large settlements with high populations. This results in villagers being more responsive to their needs and getting their tasks done in settlements with thousands of villagers.
  • Fixed an issue where production buildings could become stuck in a paused state despite other instances of the same buildings resuming production.
  • Fixed an issue where villagers can end up stuck outside of a Healer’s House and starve to death.
  • Fixed an issue where the idle/travel/work times would be miscalculated and display excessive time spent unproductive.
  • Fixed an issue where reloading the game would cause deer to respawn prematurely.
  • Fixed an issue where immigration events would convert all incoming villagers to males.
  • Fixed an issue where rebuild sites would display a builder count out of max 0 builders.
  • Fixed an issue where setting a crop rotation to all maintenance tasks would not count as a complete crop rotation.
  • Fixed an issue where reloading would reset the destination flag for the starting wagon.
  • Fixed an issue where renaming a villager would fail to register inputs if the game was unpaused.
  • Fixed an issue where archers would rarely fire their bow but no arrow would be fired.
  • Fixed an issue where grazing animals would sometimes not increase area fertility.
  • Fixed a rare issue where the game could fail to load.

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[Game]

  • Fixed an issue where empty homes would generate tax revenue.
  • Color Blind filters have been added to the Video Settings.
  • A Brightness slider has been added to the Video Settings menu.
  • A new camera keybind has been added to view the map from top-down during building placement.
  • Forager’s Garden now lists its maximum yields in the tooltips for each resource.
  • Reduced % Soldier Upkeep Cost Reduction on Gildor’s Purse relic to -20%

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[Buildings]

  • Apiaries now benefit from fruit trees.
  • Increased feed required to support animals in Barns, Chicken Coops, and Stables.
  • Increased Hides and Tallow produced by Cows and Goats.
  • Increased Hides required for production of items at the Armory.
  • Tier 2 Foragers have received additional tuning.
  • Fixed an issue where various buildings had Structural Integrity upkeep added that were not intended to do require it (ex. Town Center, walls, storage buildings, decorative buildings, etc.). This likely had a significant impact on how many resources and builders were required to maintain your town’s buildings.
  • Reduced production of Hunter Cabins.
  • Traps at Hunter Lodges no longer produce Tallow.
  • Reduced taxes generated from Tier 3 and higher shelters.

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[Combat]

  • Reduced kills required for soldiers to gain veterancy.
  • Horsemen now use Shields and their training and upkeep costs have been reduced.
  • Military Stable garrison size increased to 12

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7 Likes

A small v0.9.7a hotfix was released to address an issue with the keybinds menu.

1 Like

How much of an effect should I be seeing from this? The last time I tried it in the beta, I saw no increase at all.

Post with pictures: https://forums.crateentertainment.com/t/how-quickly-are-trees-supposed-to-affect-honey-production/144754/3 (Maybe I should have put it in bug reports, instead? I wasn’t sure if it was actually a bug, rather than user error of some sort.)

Not good, I need mod that reduce upkeep cost to 0 :slight_smile:

Got a weird issue when updating a Save File, not sure if bug or just from version change, but ALL my Farm fields have DIFFERENT current years and windows in them. I can’t tell if some have started the rotations early or if the game thinks it’s mid-summer at the start of spring.
Never mind, sped up a year after reloading to test some things and it was fixed.

The rebalancing of taxes along with reducing the benefit of the gilder’s purse almost bankrupted me within a few hours of playing a town I’ve had going for a few iterations of playtest. Suddenly my soldier cost went from around 250 to over 400. In this particular town, it’s been very hard to get houses to upgrade so I’m sitting with the majority at large houses. I have no idea how much they put out in tax (nothing breaks this down clearly enough for me to tell at any given time), but it wasn’t enough, that was for sure. I started spamming gardens and upgrades to get some houses upgraded asap.

Edited to add: the other thing I noticed is that the trader with spices never brings them anymore.** I’ve had manors for over 10 years and he has brought spices 1 time in those years. I’m now going on a decade with no spices in his inventory.

1 Like

Thx for the work, lets have some fun.

As mentioned in a thread already, I saved in the new version, the just has huge problems when loading in and not having focus, but due to the long load, I do interact with stuff on other screens. ~1400 pop city. Edit: Even with focus, it still needs a long time loading.

I thought this was rolled back?

Nobody wants the hide costs to go up its already alot :unamused:

1 Like

Is it intended that achievements are only reached with new interactions, not existing ones in your safe?

Yes, they’re not retroactive far as I know.

1 Like

I wish we could have workers for warehouses, with the new supply depo maybe we could have them transfer goods from supply depo to big warehouses or just give them a work area and their only job would be to transport goods.
OR
Every working place would have a dedicated person to just deliver goods and resupply the building.

Im thinking about a system like Northland had back then. Where every building could have a person just for transporting goods and bringing in supplys.

Showing .97a now. What’s changed?

This is what changed.

I want to say.
I tried the patch, and the map that previously loaded in 30 minutes now loads in 5.

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Wondering if we’ll get another State of Early Access soon. I know we already have a general roadmap to 1.0, but now that 9.7 is out, I’m hankering for some new communication on what’s coming round the corner.

1 Like

That would be nice :slight_smile:

I’m playing on version 0.9.7a, the brick industry is simply on the verge of collapse, any solution?

1 Like

I found arborists can plant anywhere, so I did a 4x4 of the 3x3 size planting with an apiary in the centre. Only worth 60%, but I can plant them anywhere.

The connection problem of the slanted stone wall seems to have been fixed by the hot fix.

[ Knowing issue ]

a. Sometimes when you move the mouse over crops or abnormal icons (such as crops rotting or being eaten by wild animals), the crop information and abnormal condition details will not be displayed. This happens in almost all places where detailed information is displayed when the mouse is moved over.

b. The wagon will not move sand. In at least two saves, there are working wagons, but but no one will transport sand from sandpit to the stockyard. I don’t know if this is a game mechanic or a bug. The glass makers need to go to the sandpit to get the sand.

c. After loading a save, some buildings will have health points of 777 and cannot be repaired.

[ Some suggestions or questions ]

Will digging low/piling up terrain be added to the game?

Is it possible to recall some of the gains from the upgraded forager shack? For example, adjusting it to 1.5-2 times of the current level would require 2 workers.

well… actually the connection problem is still there. When you upgrade a slanted wooden wall to a stone wall, there will be a problem with the connection.