Farthest Frontier

Farthest Frontier

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Zantai  [developer] Oct 17, 2024 @ 7:02am
Farthest Frontier v0.9.5 Changelog
v0.9.5

[Major New Features]
  • Minimap has been added. You can toggle its visibility from the lower left HUD. The minimap displays buildings, crop fields, and a variety of resources and threats on the map which can be toggled within the minimap options.
  • Crop Summary has been added and can be accessed from within the Town Center window. You can use the Crop Summary to see an overview of all your fields, as well as manage assigned crops from a single location.
  • Salvage Sites now spawn out in the wilderness. These remnants of past attempts to settle the frontier still have valuable resources that your people can scavenge to aid them on their own journey. Salvage Sites require a new map to generate and are not populated retroactively.

[Tech]
  • Roads have been optimized to smooth out performance spikes.
  • Moving the Professions window around the screen no longer incurs a heavy framerate cost.
  • Fixed a rare but major issue where many villagers could suddenly end up frozen in place and await their doom. This should resolve the issue that generates the error.log file.
  • Fixed an issue where farmers would not plant crops if they were reassigned to the role when the planting season already started.
  • Fixed an issue where farmers would appear to be working outside of a field if the field's shape was irregular.
  • Fixed an issue where Trading Post would sometimes have requests to transport animals Into it, which is not possible.
  • Fixed an issue where upgrade button on building windows could flash or remain active when it is in fact unavailable.
  • Fixed an issue where a building (ex. Town Center) could be duplicated while upgrading it.
  • Fixed an issue where some seeds could generate a map with missing weather and deep mines. This can cause some old seeds to generate new results.
  • Fixed an issue where the crop selection window could end up off-screen on 780p resolutions or when using UI Scaling (ex. Steam Deck).
  • Fixed an issue where Nightsoilsmen would not correctly prioritize shelters closer to their work. While Nightsoilsmen will continue to service the entire settlement (as they can take a lot of...ehm, crap), this will help them focus more efficiently when there are multiple working in your settlement.
  • Fixed an issue where changing the banner for a company would not update them visually on the bottom HUD.
  • Fixed an issue where raiders and invading armies would not consider gold stored in the trading post when making their demands.
  • Fixed an issue where villagers would prefer to travel along the edge of roads rather than within them.

[Game]
  • Population limit setting now has an indicator next to the population count on the top HUD to let you know when you reached it and where you can change the setting if desires.
  • Military banners on the bottom HUD can now have their visibility toggled with a button in the lower left HUD.
  • Combat Flag window buttons have been reordered.
  • Children have been taught proper safety and no longer grab tools they do not know how to use.

[Buildings]
  • Fixed an issue where trees grown by Foresters could take unintentionally long to grow.
  • Updated the tree growth formula for Foresters such that low Tree Fertility has significantly less impact on tree growth speed, while high Tree Fertility will increase tree growth time slightly.
  • Tree Fertility display values have been updated to be more clear between map types (ex. previously an area could display 30% fertility on an Arid map, but that was not the same as 30% on an Idyllic valley map).
Date Posted: Oct 17, 2024 @ 7:02am
Posts: 0