Farthest Frontier v1.0.6

v1.0.6

[Major New Features]

  • We bearly made it in time for the holidays, but all achievements can now be achieved. Thank you for bearing with us. Note that a bear minimum of effort will be required for that last one though.

[Tech]

  • Optimized performance in scrollable windows.
  • Fixed an issue where workers that depends on mined resources (ex. Foundry) could end up stuck in an idle state while waiting for one of their needed materials.
  • Fixed an issue where workers in mines would continue to work even if no resources are available or the mine’s storage is full.
  • Fixed an issue where grass/plants could regrow over building/road decals.
  • Fixed an issue where warnings could overlap with victory fanfare.
  • Fixed an issue where achieving a victory condition at the same time as other events could cause the game to become stuck.
  • Fixed an issue where raiders exiting a Battering Ram could spawn past a wall.
  • Fixed an issue where raiders would not fight back against wildlife attacking them.
  • Fixed an issue where villager pathing could break down in extreme (heavily teraformed) situations.
  • Fixed an issue where relocated buildings could end up duplicated.
  • Fixed an issue where crop fields would not render plants if off-screen when the game is paused.
  • Fixed an issue where the controls display could display corrupted fonts if enabled while in-game.
  • Fixed an issue where hunters could become trapped in a loop when gathering from traps, resulting in no resources being collected.
  • Fixed an issue where Pastry Shops could trigger low desirability warnings.
  • Fixed an issue where the Overseeding Policy yields would not match the displayed estimates.

[Game]

  • Adjusted House Count requirements for entertainment buildings to improve entertainment generation in end-game settlements, making reaching 100% entertainment happiness possible in more setups.
  • Overlays can no longer be toggled during building placement to prevent disabling them unintentionally and hiding critical info.
  • Similar buildings are now highlighted when placing new ones (ex. all Pubs are highlighted when placing additional pubs).
  • Reduced crop disease spread chance.
13 Likes

thanks devs

1 Like

Many thanks for the continued Bearable content Crate :grin:
Still thoroughly enjoying FF, both Beta versions (when needed) Normal games as usual, and Bearly believable setups in Mono builds. So thankyou for pushing out this 1.0.6 Build :+1:
Wishing all at Crate a Happy Xmas + eventual New Year :christmas_tree: :fireworks:

Unable to add a new topic so I have put it here. After the current patch when I cycle through mines/foresters/ or markets it only cycles through the recently added, not the established or older ones.

1 Like