V1.2 Patch Preview

Greetings, pioneers! For those that may not be aware, we are nearing Farthest Frontier’s 1 year anniversary since leaving Early Access. This was a tremendous moment for us, but did not mean we were done with the game. Since v1.0, we had 9 updates ranging from small hotfixes to the major v1.1 update that overhauled the way you approached town construction. We released our first small DLC, adding adorable cats and dogs to your settlements, along with new pests to terrorize your fields and chickens. Then, things got a bit quiet for a while.

Today, we are ready to lift the veil on what we’ve been cooking with our next major free content update, v1.2. Hopefully by the end you will feel the wait has been well worth it!

Note: the following preview represents work-in-progress mechanics and some of this may change before it goes live.

Table of Contents


Trading Overhaul


One of the most common complaints about the game has been Frontier’s trading system. We were never fully satisfied with our Trading Post, but realities of game dev meant that it got pushed back in favor of more pressing matters multiple times. With v1.2, it is time to get it right.

We are making major changes to the Trading Post and touching nearly every aspect of the gameplay tied to it.

For starters, buying and selling is about to become much more dynamic. We are introducing supply and demand factors that will shift the value of goods based on how plentiful (or desirable) they are. This will be based on your settlement’s habits, but external factors will also play a part. Have a glut of stone and sell it at every opportunity? That will impact the value of stone when future merchants arrive.

These factors do expire over time, so if you mix up your settlement’s trades, you will benefit from more stable prices.

First, you may notice that the UI has been completely overhauled. Buying, Selling, and Inventory Management have been split into their own tabs. This has the immediate benefit of decluttering the screen so that only relevant controls are available.

The Inventory screen is where things get interesting though. As the name implies, here is where you manage the Trading Post’s inventory. But we have taken it far beyond its initial barebones implementation. Since this screen is dedicated to just trading, we have removed all items from the list that your settlement cannot stock (ex. Animals and Tomes of Knowledge). In addition, at the top you will have new filter controls, which will let you quickly trim the list down to only the relevant materials.

Next, you will have access to extensive stocking controls, where you can set minimum quotas based on not just what is in the Trading Post itself, but also what is available in the settlement. No more draining your settlement of glass because your auto-stocking grabbed it all. You will be able to precisely tune how many resources you want going to trade and how much you want to leave available for your villagers.

Finally, we will be adding controls for auto-trading! You will have the means to set a buying or trading quota for each resource (sorry, not both at once, no automated buy low sell high ;)), based on how many resources you need/wish to sell and what prices you are willing to trade at. You can even set the auto-trade to infinite quantity, so your villagers can trade a particular resource for you forever as long as the desired parameters are met and gold is available.

Combined with the auto-stocking controls, auto-trading will help you create a steady revenue stream without the need to constantly micromanage your Trading Post.

Back to Table of Contents


Knowledge Revisited


Next on the list of improvements is the Tech Tree itself. We heard your feedback that late game investments in the Tech Tree felt punishing. In the endgame, a settlement can take years to generate another Knowledge point, which you can then either spend on something basic like Sustainable Farming, or on a high tech feature such as Pharmaceutical Study. In the initial Tech Tree design, both were equivalent, but their impact was certainly not.

This friction was something you did not find fun, and we are inclined to agree. With v1.2, we are overhauling Knowledge generation. Instead of generating 1 point over an increasing amount of time, your settlement will instead generate a steady stream of Knowledge every month. Then, instead of every technology costing a flat 1 point, their costs will scale with the tier and the difficulty of developing the respective tech.

In practice, this will mean maxing out the Tech Tree will take significantly less time, but also, grabbing those low hanging fruit technologies that you skipped later in the game will no longer be a punishment.

In addition, Tomes of Knowledge you find in salvage, raid camps, and the trading post will unlock specific technologies instead of granting a simple point. If your settlement already has that technology unlocked, you will gain a modest bonus to your stored Knowledge, based on the technology contained within. This will make tomes an interesting way to potentially unlock some technologies earlier than normal, providing new twists for your settlement’s progress.

Altogether, tech tree progression should feel smoother and less punishing in v1.2.

Back to Table of Contents


Crop Rotation Alamanac


For this next feature, we took inspiration from SageDragoon’s Essential Provisions mod. With the almanac, you can create and save your ideal crop rotations, then use them across other fields, other settlements, and even share them with other players.

The Crop Rotation Almanac will be accessible both from individual crop fields and from the Crop Summary window, so you can quickly manage your fields.

Back to Table of Contents


Area Avoidance Banners


Something no doubt many of you have run into is villagers getting themselves murdered on wildlife or raid camps. The game has a system for this, where if a resource or task is near danger, they will actively avoid it. However, where this system fails is with objects that are Past a dangerous area but are themselves in a safe spot. We considered several automated options for dealing with this scenario, but ultimately decided that it makes more sense to hand that power over to you.

Enter the Dangerous Area Banner.

With this new structure, you can designate an area to be off limits to villagers, a…danger zone if you will. The area can be set to 3 different sizes and can be moved anywhere on the map, like an inverse work area, and can be toggled off completely if you just like the aesthetic of the banners themselves.

Note: villagers will not treat these zones like a wall, so if you create an impassable situation, they will figure their way through it.

Back to Table of Contents


Construction Office


The Construction Office is a new building that allows you to assign a permanent group of dedicated builders. These builders do not return to the laborer pool, but instead dedicate all of their time to new construction and building maintenance.

When their default tasks are complete, the Construction Office workers will instead begin reinforcing your shelters and other structures, granting them a bonus to their Structural Integrity that will reduce the frequency with which they will require maintenance in the future.

Back to Table of Contents


Labor Office


Like the Construction Office, the Labor Office allows you to create a dedicated pool of laborers that, when they are out of resource gathering tasks, will prioritize transferring goods between storages, if you set storage quotas.

When that is done, they will then focus on delivering goods to production buildings, reducing the time other villagers are spending gathering materials so they can instead focus on generating goods (work work!).

Back to Table of Contents


MOAR


That covers the major features, but not everything in this already massive update made it into its own category. There is always more. Here is an outline of what else we have in store:

  • Building window now has a preview of the building’s grid size (ex. 2x3 for a Firewood Splitter).
  • Building placement now previews terrain details. In particular, this makes placing plants and plazas easier.
  • Map Selection tooltips during town creation now list detailed information about which resources will be available on that map, and which may be absent!
  • Road placement button on the HUD now has a right-click toggle to swap it between Dirt and Cobbled roads and bridges.
  • Immigrant groups now bring with them more varied resources, where some are better prepared for life in the frontier than others. Also, the rate of immigration has been increased in general.
  • Fires now scale with difficulty. The chance of fires occurring and spreading is now lower on Pioneer and Trailblazer difficulties.
  • Melee combat splash damage no longer affects nearby structures (ex. raiders striking a villager will no longer also clip an adjacent building).
  • Predator attack notifications are now less spammy, particularly when boars are sighted but immediately flee.
  • Resources in the Resource window now indicate whether they have a production quota set, and have a reference to their quota settings in the tooltip.
  • Production buildings with overlays (ex. Mines) now display Desirability Widgets over shelters
  • Balance changes to the economy and progression.
  • Dogs are now more durable and recover more quickly from combat.
  • Dogs and Cats now consume less food.
  • Bug fixes, many of them.

Back to Table of Contents


When?!


We are still polishing the above feature list, and hope to get a playtest started this Fall. If things go smoothly from there, we expect this update to go live for everyone by the end of the year, but if we find there is more work to be done to make these features great for you, we will continue to iterate.

V1.2 will be released for free to all owners of Farthest Frontier, no DLC required.

Once v1.2 is finished, we expect to do some smaller tuning updates, then work will begin on our next big free update, v1.3. It seems like a good time to perhaps revisit those terraforming tools. :wink:

Back to Table of Contents


An Expansion?


We have been hinting at these in our communities for a while. Our next DLC will be Farthest Frontier’s (first?) major expansion. We are talking about a full-fledged package, just as we have done with our other project, Grim Dawn. This means new map types, new gameplay, new professions and industries, new animals, and much much more. Our hope is to build upon everything fans of Farthest Frontier enjoy about the game.

We hope to share previews and talk about what’s in store with you next year, but for now, we are busily tinkering away at the major tech changes (and there are many) required to make it all work. So please stay tuned!

Back to Table of Contents


Town Showcase


Some of our recent favorites, from the internet for the internet:


By Lion El’Jonson


By Ehsizer


By Sneaky_Racoon

Back to Table of Contents

Share your best right here on our forum!

17 Likes

Awesome features, can’t wait to jump back into the game… and the idea of 1.3 making terraforming better… my BODY IS READY

This is so exciting and amazing!!! Great work, team! I love Grim Dawn and your dedication to the player community. Farthest Frontier is outstanding and an incredible accomplishment. Love your work!!

Looking good! Definitely excited for those updates and QoL. One thing I’m a bit unsure about is the Labour Office. Unless I’m misreading, it sounds like it’s members will operate the same as current labourers - just that it guarantees X number can’t shift to building (which I’ve found is most likely when your settlement is extremely small). Do you think the labourers will get a mechanical buff of some sort, to set them apart from standard labourers, same as the dedicated builders have an advantage?

The part where they deliver goods to production buildings isn’t on regular labourers, that’s their unique bonus. At least it’s not on labourers in the current version, so I assume it’s only for the labor office ones.

Looking good indeed! Quite a bit more here in 1.2 than I figured there would be for a “regular” patch! :slight_smile:

Glad to see labourers and builders split off; seeing I’ve got too few labourers because I have a lot building going on at the time is a bit irritating. And I like the sound of maps showing info about resources available. Changes to the TP, tech tree and crops sounds interesting.

1 Like

Great feature set, looking forward to it! Especially the trading overhaul looks good!

Great news and a promising announcement. The overhaul of the trading system will be an interesting new feature. I’m curious to see how the Labor Office will work in practice.

Will the patch be available for beta testing, or will we all receive an update to the base game?

As said in the OP:

1 Like

That’s great news !
I can’t wait to see it all. I’ll have to make some room in my city for these new offices…

…just wait until the citizenry gets mad about Eminent Domain :sweat_smile:

That is great news indeed about the 1.2 patch.
Thankyou to ALL@CRATE for your ongoing dedication to both Farthest Frontier and Grim Dawn.
Loved reading the Patch Preview, everything there is great to see;

  1. Trading Overhaul. 100% really liked the UI Buying/Selling “Tabs” that sure will make Trading a lot cleaner, Auto trading was a nice surprise, and welcome too. Nothing was more annoying than opening up the Fog of war in distant parts of the Map to then walk smack dab into a Raid camp, because the “A Trader has arrived” notification appeared on screen. Stocking controls was VERY welcome to see, and a much appreciated addition.
  2. I like what you have come up with regarding the Knowledge Scaling, and chance of opening up a random Tech via Tomes of Knowledge, granting us even more potential for “Randomness” :wink:
  3. Crop Rotation. Saving Crop rotations, thankyou so much for this, nothing I hated more than having to refer to another spreadsheet, or random piece of paper with NEW crop rotations plastered over it, only to lose it if you didn’t have it stored somewhere. A+
  4. Something I had asked for :smiling_face_with_three_hearts: Area Avoidance ( the banners were a nice addition, and MOVEABLE made it even better ) Hopefully no more mass graves after 2/3rds of your Town have decided they MUST recover that one Villager Corpse in the middle of a Tier3 raid Camp.
  5. Construction & Labor Offices. Again 100% A dedicated pool of Builders and Laborers, and Free Buildings to boot as well :wink:
  6. And finally MOAR The outline for what else to expect is all VERY welcome.

With the Fall player preview, and likelihood of an “End of Year” release? Looks like it is going to be a very nice Christmas. Thankyou CRATE, you’ve done it again :sunglasses:

  1. List item

This all looks super neat. The construction and labor buildings actually have me stoked to try them out. Getting things moved around my settlements seems to be one of the largest hurdles for me. (I almost kind of wish I could assign laborers specifically to specific storage to just continuously fetch things to feed my production lines).
But I think what made me happiest wasn’t even something in 1.2. It was the mention of the overhaul to the terraforming tools in 1.3. :joy:
Still, super excited. Can’t wait to get my hands on it!

But, but, rivers? Where are the rivers I so crave?