The State of Early Access - Update #08

In the olden days, we were using the 1x1 Small Plaza from the Decorations menu, when it still gave a bump in Desirability.

One square at a time.

You young whippersnappers have it easy… :laughing:

My next question was on population… the default setting is 500… just hit teir 4… so much more to do but not enough people to do all the jobs…

What it your target population… and how is the game handling 1000 pop

Like this.

Your road segments are short because you built them short. If you plan ahead, they don’t need to be.

Putting roads between each of your houses is counter intuitive. Roads only make your villagers move about 5%-10% faster, and placing roads between houses means fewer houses can fit under a single market or close to desirability improvements. What’s more, it takes longer to cross that road or travel to it and then around other houses then to just cut across existing houses without roads between them. Where the roads really come into play is for the longer stretches, and anywhere a wagon needs to run. I actually did some experiments with the road speed differences and found that a road being upgraded is actually worse than a dirt road, possibly because it is treated as if there is no road there at all.

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With a robust system, you can crank up the population limit to max and probably not suffer too much. I personally have never gone above 1500 (yet).

AMD Ryzen 7 7800X3D, MSI MAG X670E TOMAHAWK, MSI Gaming GeForce RTX 4080, G.Skill Trident Z5 Neo 128 GB (4x32 GB) DDR5-6000 CL30

Sweet thx… mine is old very old… will see how far i can push it

Been playing since 0.74 and we’ve come a long way! Many features I never even imagined. Though I am a bit of a builder at heart, so I hope there’s an easy way to add assets for decorations and such.

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The game handles it fine.

The bottleneck is our computers.

Lots and lots of polygons.

Not really. It’s not rendering the game that is slow. If it was, the bottleneck would be GPU and going at x3 speed while keeping FPS the same wouldn’t impact smoothness. Yet, we see the exact opposite. I even see it when 1000 raiders appear: they’re off screen (so not getting drawn) but my FPS grinds to a halt.

I think the computational heavy stuff is every villager constantly having to recalculate their state, how happy it is, if they should eat, if they seek shelter, if there are any threats nearby, should what jobs it can do, what path to take to get to those jobs, which job it should prioritise, etc…

But if you have a rig like @KeySmasher’s you should be fine even at a pop of 3000 villagers. Mine is much worse in every regard, and I only start having the occasional dropped frame over 2000 pop.

I can confirm this as I own what could look like a “weird” configuration: R9 7900, 32 GB DDR5, game files hosted on a WD SN850X, but my GPU is a 1060 6GB. So it’s kind of a good rig to show that major performance “issues” are not related to the need of a powerful GPU, but to heavy calculations instead. If culprit was GPU, then once reached 1000 villagers my game would’ve started to drop FPS at insane level especially when rendering the city at screen. Instead, it is absolutely well playable at 3000 villagers too for me, even if with some small slowings which are present also if I visit far locations from the city.

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I think we all prefer a (somewhat) finished polished game rather than delivering on ur previous guess of release.

Just do your thing and let us know if stuff need to be pushed, which certainly will happen. Most stuff never goes as planned.

Looking forward to this :smiley:

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This all looks amazing and I can’t wait for release! Thanks for the great work!

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Could automatic resource rewards be granted each time a player repels an invader? This would enhance motivation and engagement.

The GPU is not the heart of your computer.

All those computational instructions a sorted by the CPU.

The GPU just paints the pictures.

That’s why 1,000 raiders offscreen can drag down performance.

Is there anything required to participate in the public play test for v1, other than owning the game? Like, do we need to sign up for it? If so, how?

I just bought your game last night after watching an old YT video from AmbiguousAmphibian, and I am really enjoying it so far. Glad to see V1 nearing completion!

Welcome to the forum. :slightly_smiling_face:

No, all you need to do when the playtest is ready for testing is go to this section of the forum

https://forums.crateentertainment.com/c/farthest-frontier/public-testing-discussion/44

and read the FAQ and get the code you need to enter to unlock the playtest branch on Steam. It will then download that for you.

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We can probably simulate bridge defenses by putting them on the land at either end for now, but you are right, ‘built-in’ gatehouse-tower combinations will be needed. Also, since they are starting with stone bridges, being able to put buildings on bridges would be nice. Old London Bridge, as an extreme example, had over 100 structures built to either side of the pathway across the bridge, including residences, shops, and artisan workshops, and other medieval bridges had waterwheels mounted on hem to use the river current to mill grain and power more workshops. Lots of potential additions once you open the bridge box.

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Can I kill the raiders by destroying the bridge?

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Good afternoon guys, I wanted to know if there will be battle spoils, recovering items from dead soldiers and civilians, recruiting mercenaries, how many levels the buildings will have. And could you add more achievements to earn in the game? Because I see great potential to scale the game with good ideas from the medieval times.