Feedback and buglist 50 hours played, tier 4

Hello Crate,

I would like to leave some feedback after playing the EA for Farthest Frontier. Firstly I would like to say that I like the game. It has a very nice atmosphere about it. It looks beautiful and is quite addictive :stuck_out_tongue:.

The following is a list of things I came across mostly from my “playthought” on vanquisher difficulty where I got to tier 4, on version 0.7.4 The list consists of bugs, things I perceive as bugs, things I find strange, some things that could enhance the experience in my opinions and some things I probably misunderstood. I’m not sure what other people have reported or what will be changed already in version 0.7.5. There will be some redundancy in my comments. At times some frustration on my part can be observed in the comments. I was thinking that maybe I should rewrite that, but in the end I think that would deminish from the genuineness of the feedback. Just know that I like the game and realise that this is EA. That is exactly why I leave this feedback, to help. With that out of the way lets start

Storage

  • A bundle of 20 arrows count as 20 items for storage, not 1. This can overflow you storage quite rapidly.
  • Each gold ingot, each piece of currency counts as 1 items for storage. This can overflow you storage quite rapidly. This is annoying before you have the vault.
  • Why would the villagers have gold ingots as currency? Why would villagers have solid gold bars, they give you to pay for food they have harvested? I mean that is just capitalism I suppose. But that they give a coin for food each month to the market oke. But a solid gold bar… Why would they have that? You just fled the oppressors with his “taxmen.” You are poor. But you do have an infinite amount of gold ingots. Why not gold coins? In a later tier you could then make coins at a coinmaker, who makes coins from gold ingots. That way coins could be a seperate resource that could be stored in the town center instead of the storage house. Until you have the vault that is.

Marketplace/grocer

  • Grocer will prioritize firewood over food in market. Keeps making the trip to stock 15 fire wood while there is no food in the market. With ample food available in the cellar and storehouse.
  • Grocer keeps stocking firewood even if you uncheck it in the market in the hope that he will finally stock up on food.
  • The amount of firewood the grocer can collect with his wheelbarrow seems low. He can transport 500 food items, but the most firewood I have ever seen him collect was like 24. Why not like 100 firewood?
  • Rootcellar and the marketplace/grocer work very inconsistent. This is a big problem early to midgame. Grocer only takes herbs, meat and fish from cellar. Everything else is not taken from the cellar. Villagers dieing from scurvy while you cellar is full with vegies, fruit and nuts. But the grocer doesn’t collect them and the villagers themself also don’t collect them once the market has been built. I resorted to playing without rootcellar, everything in storehouse in my second game. With alot of spoiled food as a result.
  • Transporting food from storage house to market by grocer counts as not having the supplies, having the notification that “food is low” and unhappy villagers. Some goes for transporting from food source to storage.
  • Unchecked food items in the market still get stocked there. Making strategies like root vegetables only for cattle more difficult than it has to be.

Interface

  • Builder laborer balance. Buttons to add or decrease builders in professions tab doesn’t seem to do anything. You can have 12/4 builders and 0/25 builders while having enough laborers available.
  • Option to select items you want the forager shack to collect, so can tell them not to spend time on tallow in the beginning of the game, and ignore the greens from the mid game on.
  • Buttons decrease/increase “workers currently assigned” are counterintuitive. I was suprised this felt so wrong to me, it is always increase/decrease in the games I have played. But also in real life working with machines or electronics. Left button being “increase”, right button being “decrease”
  • No confirmation sound or visual indicator when succesfully assigning the “Set grazing” area in the barn.
  • When selecting a cow you get the sound of the cow, but the picture of the last thing you clicked. You get a boo-ing sandpit for example.
  • When you get your first cow in the barn, the milking button is “disable milking” and status “milking: no”. So you have to click it a couple of times to enable milking the first time. “disable milking” to “enable milking” to “disable milking” to get status “milking: yes”
  • When trading at the trade post typing the number you want to trade does not work. You have to use the slider.
  • The F4 widget for a carcass doesn’t show a carcass. And when you hover over it you get an empty tooltip.
  • When you load a savegame all fisher shacks bug to “no fish in range”. After half a month that notification goes away and they start fishing. You do not need to manually reassign the workradius everytime, which someone I know has been doing alot.
  • Animal traps get a “Location tag not found”
  • Granary can also recieve barrels but has no interface for that like all the other structures that can, root cellar, storehouse. It does have a F2 bubble to indicate barrels. Sometimes…
  • The F2 bubbel notification that a buiding is empty is inconsitent. Sometime you get it, sometimes all of your buildings get it, sometimes none.
  • Unclear when and how much monthly cost is increased when upgrading buildings
  • Unclear how much max storage the trade post has.
  • Unclear wether damaged heavy tools (for example 75%), affect building production or not.
  • Hunter lodge “storage is full” notification with: 4 skin, 2 tallow, 4 water, 6 firewood and 2 meat
  • “Current workers assigned” when building does not represent the actual workers. When you click the amplifying glass you see that when a building has 12/12 assigned, in reality it can have only 2 or 3 people working on it. That is with the building being in proirity and no other buildings building in mid/late game with 40 laborers, fully equipped, twitcheling their thumbs. Sometime you can have 4/4 “current workers assigned” on proirity, but when clicking the amplifying glass you can see that nobody is actually assigned. Which is why it can sometimes take half a year or a year for something to be built. Having 3/0 workers assigned on the other hand can have multiple builders working on it in reality.
  • Barn herd max size is 16 but in reality only 13 are supported
  • You can build the mine some distance from the circle of the deposit you are trying to mine and still mine from that deposit. So what is the circle indicating really?

AI

  • Worker is transporting 7 planks to build site. Drops them 1m before the buildsite to “seek food.” after a month another worker walks to them. Picks them up and brings them all the way back tho the stockpill. In the meanwhile the building can’t be built because for the buildings logic the planks are on the way the entire time.
  • Fisher next to smokehouse. More often than not the fisher takes fish to storehouse. Smoker runs to storehouse to collect fish. Runs back to his smokehouse. Smokes the fish then returns them to the storehouse. Occasionally the smoker takes fish straight from the fisher, which is the intended way I think.
  • Fisher A next to smokehouse A, fisher B next to smokehouse B. These are a screen apart from eachother. Finally the smoker collect fish directly from the fisher, hooray. Sadly smoker A collect the fish from fisher B and vice versa. When this happens with a fisher and a hunter you can solve this with the sliders in the smokehouse. But eventually as you expand that will not help, as you will have hunters and fisher on both smokehouses.
  • With the sliders on meat 0 and fish 1 in the smokehouse you still get meat in storage which is then not smoked. This meat is from a hunter 2 screens away, with a smokehouse next to that hunter, with the meat slider enabled.
  • Workers from the workcamp running back themselves to “stockpile logs,” while a wagon is on the way.
  • With 10 builders available, a few small things building. But only 1 building with priority being built and assigned 6/6 workers has all the resources available. 1 builder does 3 buildhours, then stops and starts wandering about. It then takes 4 months before the remaining 12 buildhours are done. On the only building with priority, with 6 workers assigned!
  • In professions tab there are 2/20 builder, 64 laborere of which 40 have nothing to do. Meanwhile my building is going at a snail’s pace
  • Without giving new commands a builder start building and stops mid build not to “stock shelter” or "seek food " which I would understand, but to “gather root vegetables”.
  • Herder keeps running to the storage to pick up 2 root vegetables. She does nothing else. Keeps restocking the 14/16 of the barn. She was stuck on this loop for a year.
  • Sawer ran to the fartest workcamp on the other side of the map to “stockpile the sawpit” because there were 3 trees on the ground. This while there where tree available the entire time in the stockpile 4 squares from the sawpit. Solution: have an option to punish this villager, like a lightning strike from the heavens, killing him. Stupidity like this should not be allowed to propagate.
  • Hunter wastes time hunting nearby deer outside of the workradius, instead of hunting the boar inside the workradius. I’m not talking about a deer wandering inside the workradius from a nearby deer icon. No, the deer she is attacking are physicaly outside of the work radius by alot.
  • Builder flattening land, goes from flattening to being a laborer wandering with 16 workhours left on the flattening section. He has tools, he has food. Why would you suddenly change to laborer to go wandering in the middle of a job? Hidden feature: unions?
  • The nightsoile collector only collects from one house at the time, with his wheelwagon. This results, compounded by the fact that you need to build it far away from the houses in relation to desirability, in having to build 2 compost yards early, eventhough the compost yard itself is clearly made to be a large storage building with this 3 huuuge compostpiles. It is also expensive early on. Since you need to build 2 it also takes even longer before the compost is ready for feretilizing. Which is not how that system is intended to work I think… He also only takes what is in that house, it can for instance be 2 waste, instead of then at least taking the 5 from the next house he still first runs all the way back. Why does he not collect to max capacity of 50 waste for example instead of the house to house basis? Ablility to assign 2 workers to compost would also help.

Wildlife

  • Villagers outrun wolves and bears. Wildlife is never really a problem on vanquisher difficulty. Your villagers attack them, when they are wounded they run, “retreating,” the wolf can’t damage them any further. The wolf runs slightly faster but can almost never bite the villager. The villager runs to his home, thereby leading the wolf in the town. Everybody comes together, another heartwarming community moment, and kills the wolf. This is all done without doing anything as the player. On the hardest difficulty. A bear is more micro intensive, you need to manually click the damaged villagers away so they are not killed. But you rarely get a wolf, a bear even rarer. And once in a blue moon on those occasions a villager bleeds out or straightup dies.
  • Bears and wolves get stuck on the very slow transport wagon. They want to kill the driver, but somehow can’t seem to get him when they started to attack when the wagon was driving away from them. They get stuck behind the driver, below/in the cart.

Wagons

  • Why don’t wagons carry stones and trees back from the workcamp? In the same ratio as the workcamp maybe or in a percentage of the inventory of the workcamp. Now you have to hope they pick up the resource you need. Otherwise you need to wait for the next year because they are sooooo slow.
  • Wagon stocks the temporary housing but doesn’t collect the resources from the mine/workcamp on the same trip. Drives all the way home empty to then drives back to collect the resources. Edit: They do on occasion collect the resources on the same trip as delivering food to the shelter. On occasion.
  • Wagons of the traders can park right on top of eachother when at the trading post, so you can not see visuably that the second trader has arrived.

Farming

  • There is no real winter season. October, november and december are blocked. So things that you would normally harvest in january, you are now planting in January, to be harvested in april. Hoping that the weather stays cold. So you have to plant on the 1ste of jan. Which is annoying because it take the farmer half a month to get to the field from their house, eventhough it is very nearby. So winter vegetable are always planted late. Compounded by the fact that you should not plant them in jan in the first place.
    I’m no farmer but I do understand what winter vegetables are. And if you look at seasonal vegetables tables you can clearly see that also in january, february, october and in november crops are harvested. Funny thing is the wild greens are available in jan, but you can’t grow anything that you can harvest in jan.
    With the current farming system the latest you can harvest is September and the earliest is april. That means that your biggest and most stable way of making food we have invented as society has no harvest for 6 - 7 months.
    I understand that there should be some restriction during winter, but I feel like this is too much. Options in my opinion are:
  1. Restrict field maintenace and harvesting during winter. But allow crops to be planted in late autumn and harvested in the early spring
  2. Make the blocked range smaller to only 1.5 months. the same time that all the villagers go to their shelter because it is way to cold.

Fishing

  • I don’t understand fishing in its current state. The stats are all over the place. How can B be outperforming A? How can C be performing so much worse than B?
  • Fisher A: Productivity: 270% - Fish areas: 25 - Fish count:1179 - Status breakdown: Working 100% - Travel time: 30% - Produced fish last year: 314
  • Fisher B: Productivity: 160% - Fish areas: 14 - Fish count:1058 - Status breakdown: Working 100% - Travel time: 38% - Produced fish last year: 327
  • Fisher C: Productivity: 230% - Fish areas: 11 - Fish count:1058 - Status breakdown: Working 100% - Travel time: 39% - Produced fish last year: 237

General

  • Income from pub is very inconsistent, I can’t figure out why that is. Pubs are always stocked. One year everybody is drinking the next nobody drinks.
  • Would absolutely love additional, more advanced terraforming options :slight_smile:
  • Barrel are distributed seamingly randomly and never where you want the earliest most valuable barrels to go. Storehouse with 5 barrels, with no food. Cellar with all the food gets no barrels. Unchecking the barrel doesn’t help either, that is for excess barrel I presume.
  • (Heavy) Weapons, heavy tools stay in storage at the blacksmith and armors stay in storage at the arsenal, instead of being transported to the vault, even with 4 of the 6 blacksmiths being idle. Very annoying to have the most expensive items in the game stolen by raiders because they were not transfered to where they should go, namely the vault protected by the barracks and 3 watchtowers.
  • Tradepost limbo issue is known, I saw
  • Tempory housing does not work. Workers from work camp don’t get assigned. Edit: it works during winter. But in between they will still return home to restock their shelters or seek food in town.
  • Upgrading walls and gates is more expensive than building the next tier from scratch. Tier 2 gate costs 12 logs. Tier 3 gate cost 8 logs and 12 stones. Upgrading from tier 2 to 3 costs 8 logs and 12 stones. You don’t get logs back when upgrading to tier 3. So you are better off salvaging the tier 2 gate and building the tier 3. That saves you 6 logs. Buildtime is the same as salvaging gates and walls is instant.
  • Raids are a bit lackluster in their current state. Even on vanquisher, until year 15 you just garrison the villagers in the towncenter. The raiders try to attack your storage house, which you built next to the town center. Your villagers kill 80% of the raiders and they flee with no bounty. After that you add a wall and 2 watchtowers and you are good until year 25. At year 25 the raiders will destroy some production buildings but still I feel like it’s still no real big deal. I never felt like I was going “to lose” in the slightest. I was glad when a raid happened to be honest: “aah some action” :smiley:
  • Laberors in the late game seem to have no real purpose anymore. Yes you need some for clear construction sites and some to convert to builder, if they feel like it. But that’s it. I would be nice if you could assign a portion of the laborers to help out with stocking production and storing produced products. Or at least have them drink often so we can get some income from them, that would atleast be something. :laughing:

Phew, that was it :sweat_smile: I tried to put them in categories to atleast have some structure in them. Hopefully this helps in some way.

I’m looking forward to v 0.7.5 and the future of farthest frontier! :partying_face: :sunglasses:

1 Like

Great post - thank you for taking notes, many good points in there! I was too busy building so I didn’t always pay close attention but I had some of the same questions and observations about AI or how things are working right now in general. :+1:

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Thanks :slight_smile:

I started taking notes during my 3th settlement and once you start you can’t stop.
It does take a lot of time though :sweat_smile:

Yeah I bet this took a while to write up. Most useful list I’ve seen so far.

1 Like

Oow thanks, you’ve made my day :relaxed:

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