Farthest Frontier | image courtesy of Crate Entertainment

Farthest Frontier Just Got Its Biggest Update In The Game’s History

Farthest Frontier is a charming survival city builder in which you control a colony of settlers, who fled from their old home to start a better life in new found lands. Your community will have to build everything from scratch, harvest materials in their environment, and hunt, fish, and farm to ensure that everyone can survive. As your town advances, you can welcome new settlers, build advanced buildings and engage in trade and battles to secure your position in the new world.

Since being released in Early Access one year ago, the game has undergone many improvements during the continued development. The most recent update introduces version v0.9.0, which adds a major new gameplay feature and many additional improvements.

Spirituality System

Your villagers will now demand spiritual fulfillment, which can be satiated by building shrines and the new temple. Players will have to excavate relics, either by scavenging ruins or trading for them, and it is best to start a new game on a freshly generated map if you want to make use of ruins in your game. Settlements can establish their own faith by combining relics.

Paper Industry

Flax can now be processed into paper, and combined with leather, villagers can create books. Books are a new luxury item which can be added to new library buildings to increase entertainment in the area.

Guild Hall

The Guild Hall is a new building which can be used to improve the industries in your settlement. It consumes paper as a resource.

Custom Population Caps

The forced population cap of 1000 has been removed. Players can now go to the game settings and set a custom population cap if they wish.

Bugfixes and Small Changes

  • Optimized Farmer AI for improved framerate.
  • Farmers now prioritize fields more intelligently and will begin their work sooner.
  • Farmers now tend to fields in their spare time, reducing travel time when planting/harvest needs to be done.
  • Villagers now prioritize dropping off carried items at a nearby storage before moving on to other high priority tasks.
  • Fixed an issue guard, soldier and raider health would reset to a lower value on game load.
  • Fixed an issue where inputing numbers into the Trading Post UI could alter the game speed.
  • Fixed an issue where relocating a building would temporarily remove workers from other instances of the same building.
  • Fixed an issue where the Town Center would count homes stocked with luxury items incorrectly.
  • Fixed an issue where the annual report would not track Beer consumption.
  • Fixed an issue where Raiders and Soldiers would hold Crossbows incorrectly.
  • Fixed an issue where Merchants would be missing torsos.
  • Fixed an issue where the Town Center UI tabs could become stuck.
  • Fixed an issue where Graveyards and Crop Fields could be built over Fruit Trees and Apiaries could be built inside Graveyards.
  • Fixed an issue where declining an immigration event could result in a follow-up immigration event of 0 villagers.
  • Fixed an issue where town would report needing excessive quantities of clothing, shoes and coats.
  • Fixed an issue where the Structural Integrity tutorial would not trigger.
  • Fixed an issue where villagers would perform tasks with invisible tools.
  • Fixed an issue where villagers end up with soldier portraits, and vice-versa.
  • Fixed an issue with villagers seeking medicine or getting treated indefiniely at a Healer’s House that has no healer.
  • Fixed an issue where the Healer’s House would count more patients than it treated.
  • Fixed an issue where raider notifications sometimes display the incorrect raider count.
  • Fixed an issue where adding 2 workers to a tower if another tower is vacant would not correctly add both to the same tower.
  • Fixed an issue where the work area circle would disappear while trying to move it.
  • Fixed an issue where extended Crop Fields would not generate a honey bonus.
  • Fixed an issue where removing buildings from the work area of a tier 2 Work Camp would not allow trees to be planted in the vacated space.
  • Fixed an issue where the the notification for rotted crops would display incorrect numbers.
  • Fixed an issue where you could relocate a blueberry bush onto another blueberry bush relocation site, causing one to vanish.
  • Fixed an issue where building a crop field over other build sites and then cancelling those build sites would result in a larger field for less work. The field generated now matches the originally placed shape before the build sites were cancelled.
  • Fixed a rare issue where a dead villager could continue to occupy a work slot.
  • Fixed an issue where some building windows did not correctly light up in the winter.
  • Fixed an issue where traps do not get relocated when a Hunter Lodge is relocated or has its work area moved.
  • Fixed an issue where a Hunter Lodge could get stuck in full storage limbo.
  • Fixed an issue where audio settings could reset.
  • Improved UI scaling of the Town Center windows.
  • The Intro Cinematic is now correctly on the Master audio layer.
  • Resources with no remaining valid storage are now marked in the Resource Window.
  • Hints can now be individually disabled in the interface settings (ex. low laborers warning).
  • Defense buildings now show their Armor value when selected.
  • The Destroyed Building notification now only jumps to buildings that are still not rebuilt.
  • Hunter Traps now have a penalty to how frequently they produce when an excessive number is stacked in one area.
  • Increased base water refill rate in Wells and reduced refill bonus from rain. On average, wells should generate more water.
  • Fixed an issue where some workers would go idle at the Blacksmith when making weapons or heavy weapons exclusively.
  • Granary window now correctly displays Barrel UI.
  • Adjusted the balance between Wheat, Rye and Buckwheat to make each more distinctly appealing.

These changes are adding new layers of gameplay to Farthest Frontier, and open up the opportunity to do even more with relics, faith, and paper. We are excited to play with the new changes in Farthest Frontier!

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