Do you have enough firewood stocked before hibernation?
[p][img src="https://clan.akamai.steamstatic.com/images/39536362/7293d2063848019be878add9d3e5e6923a2a2760.gif"][/p][p][/p][p]We're bearly there ourselves.[/p]
Farthest Frontier v1.0.5 is now live
[p]Since the v1.0 release, the team has been diligently addressing your reported issues. The latest in our series of hotfixes has just gone live. For details on all 5 hotfixes, the full changelog is available here.[/p][p][/p][p]For those in the US, we wish you all a pleasant Thanksgiving and a gentle food coma![/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/39536362/35cf5306e4b4634cb326a0f11f99d9b5e425bb08.jpg"][/p][p][/p][p]v1.0.5 Hotfix 5[/p][p]\[Tech][/p]
[p]Fixed an issue where graphs would stop displaying in the Annual Report.[/p]
[p]Fixed an issue where disabling weather effects would also disable lightning strikes, which consequently reduced chance of fires.[/p]
[p]Fixed an issue where a combination of the Intensive Animal Farming policy and Artificial Selection tech could cause the two to not stack.[/p]
[p]Fixed an issue where reloading could cause Horsemen and Lancers to have reduced health.[/p]
[p]Fixed an issue where using the Select All Military function would ADD the military units to an active selection of villagers, instead of overriding it.[/p]
[p]Fixed an issue where building upgrades that require Bricks would not display the correct costs after unlocking the Masonry tech.[/p]
[p]Fixed an issue when taunting raiders using the Military Monument in Pacifist Mode that could cause raids to become stuck and the cooldown to not be respected.[/p]
[p]Fixed some edge cases when placing double-wide gates that could result gaps in the wall.[/p]
[p][/p][p]\[Game][/p]
[p]Child happiness no longer factors in shoes and beer availability. The Pub is checking IDs.[/p]
[p]Added new widgets for Barns and Chicken Coops to indicate when slaughtering of animals is paused by production limits on their products (ex. Tallow).[/p]
[p]Improved logistics for wagons servicing mines and pits, which will allow them to more effectively grab large quantities of heavy materials and reduce the frequency with which villagers will pick them up themselves (ex. villagers grabbing ore before a wagon can).[/p]
[p]Increased Immigration rates at lower populations.[/p]
[p]Raider attacks on Excavation Sites now have a different icon to differentiate them from regular raids.[/p]
Farthest Frontier V1.0 Hotfixes now Live
[p]Our priority is always in ensuring everybody has a smooth experiencing with our games. As such, the team was diligently addressing critical bugs reported by you since release. We have now released two hotfixes and will be keeping an eye out for more issues. We will likely have at least one more hotfix patch before we focus our attention on larger updates and eventual DLC content.[/p][p][/p][p]Thank you to everyone that reported bugs and provided feedback![/p][p][/p][p]v1.0.2 Hotfix 2[/p][p][/p][p]\[Tech][/p]
[p]Fixed an issue where building windows were capped at a smaller height than intended.[/p]
[p]Fixed an issue where villagers with tools would be miscounted, resulting in incorrect low tools warnings. [/p]
[p]Fixed an issue where settings windows in the main menu would improperly resize, which also caused them to not fit on ultrawide resolutions.[/p]
[p]Fixed an issue where opening the crop field window could cause a brief performance hitch.[/p]
[p]Fixed an issue where raider banners could fail to display on the minimap if the banner holder would spawn inside of battering rams.[/p]
[p]Fixed an issue where a critical laborers warning would appear excessively.[/p]
[p]\[Game][/p]
[p]Increased Health of Palisade and Stone Walls and the Health and Armor of Palisade and Stone Gates.[/p]
[p]Fixed an issue that could cause the game to crash on load. If you are still experiencing crashes during loading, please reach out to support@crateentertainment.com with details of your issue.[/p]
[p]Fixed an issue where the game could crash when engaging in combat with raiders. Like above, if you are still experiencing this issue, please reach out to us so we can help debug it further with you.[/p]
[p]Fixed an issue where the Early Access data migration message would display for new players starting up the game for the first time. This was a result of Steam Cloud erroneously generating the old directory at startup, which has now been pwned.[/p]
[p]Fixed an issue with the Custom Game options window not fitting on screen at ultrawide resolutions.[/p]
[p]Fixed an issue with tooltips not scaling in the Tech Tree when changing resolutions and/or UI Scale in the game options.[/p]
[p]Fixed an issue with minimap icons sometimes not displaying correctly when toggling their visibility.[/p]
[p]Fixed an issue where villagers would sometimes seek water on opposite sides of lakes.[/p]
[p]Fixed an issue where Compost Yards could become stuck with the Vermicast tech active, particulaly if there is 1 point invested in it out of 2.[/p]
[p][/p][p]\[Game][/p]
[p]Reduced % chance of fire spread and made fires easier to put out without the Civic Inspections tech.[/p]
[p]Reverted change that increased Hay season duration, which prevented putting Field Maintenance in the same rotation.[/p]
[p]Increased chance of Traveling Merchants selling Tomes of Knowledge and reduced their base price.[/p]
[p][/p]
Farthest Frontier v1.0 is out!
[p]Farthest Frontier v1.0 is now available![/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/39536362/874e827ee26b32b24b77d5080196d9802b6d8d5e.jpg"][/p][p]The game has officially left Early Access after 3 tremendous years of working with the community to make the game you want![/p][p][/p][p]The team is thrilled to have reached this milestone. We hope you enjoy v1.0 and what will come beyond![/p][p][/p][p]P.S. If you have already been with us during Early Access, be sure to fully restart Steam to make sure the v1.0 download starts.[/p][p][/p][p][/p][p]With your input and support, the game grew dramatically during Early Access. Here is a quick rundown of what was added![/p]
[p]Custom Game Options[/p]
[p]Spirituality System[/p]
[p]Minimap[/p]
[p]Crop Summary[/p]
[p]Tier 2 Forager Gardens[/p]
[p]Tier 2 Bakeries[/p]
[p]Military Formations and Banner HUD[/p]
[p]Priority Requests at the Trading Post[/p]
[p]Deep Mines[/p]
[p]Foresters[/p]
[p]Guild Hall and Paper Industry[/p]
[p]Raider Camps[/p]
[p]Salvage Sites[/p]
[p]Chickens[/p]
[p]Goats[/p]
[p]Horses[/p]
[p]Raider Siege Weapons[/p]
[p]Diagonal Walls[/p]
[p]Double-Wide Gates[/p]
[p]Mod Support[/p]
[p]Color Blind Filters[/p]
[p]Supply Depots[/p]
[p]Monuments[/p]
[p]Policies[/p]
[p]Tech Tree[/p]
[p]Victory Conditions[/p]
[p]Bridges[/p]
[p]Dozens of new decorations[/p]
[p]And stuff I am no doubt forgetting![/p]
Farthest Frontier Release Day Broadcast
[p]Raptor did a look through Farthest Frontier for release day. This is a rebroadcast of his excellent stream.[/p]
Farthest Frontier Leaving Early Access on October 23rd 2025!
[p]Following a tremendously successful Early Access period thanks in no small part to your support these past 3 years, Farthest Frontier will officially launch into 1.0. on October 23rd, 2025, having grown far beyond its solid foundation into a definitive new contender in the medieval city builder genre.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/39536362/3590b4f360c8a91f140e495c5036b06e0ca65363.jpg"][/p][p]The v1.0 release is going to dramatically shake up the game with:[/p]
[p]Revamped progression with a new 142-point Tech Tree[/p]
[p]Monuments with victory conditions[/p]
[p]Dozens of new buildings[/p]
[p]Bridges[/p]
[p]New Policy System[/p]
[p]Updated animations[/p]
[p]And much more![/p]
[p] [img src="https://clan.akamai.steamstatic.com/images/39536362/f421f44132bff4e307b031402fdc086045126be0.jpg"][/p][p]The team is incredibly proud of how the game has developed with the community's feedback and we can't wait to officially get the v1.0 update out to everyone next month. The game is launching as a perfect foundation for what is still to come post release, which the team is excited to dive into.
[img src="https://clan.akamai.steamstatic.com/images/39536362/6da5e670be1b672d34b86dbeab33693dba8dc3a9.jpg"][/p][p]To reflect the significant growth Farthest Frontier experienced over the past 3 years, we have made the decision to increase the price by $5 to $34.99. This will have NO impact on existing owners of the game, who have been with us on this journey. For those currently on the fence or waiting for v1.0, we want to give you a heads up that the Early Access price ($29.99) will be discounted during the upcoming Steam Autumn sale, which begins on September 29th, which will be the last great opportunity to get the game at a pre-launch discount.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/39536362/38f879f468aa861a6c6dfc56769daff9b6326bcc.jpg"][/p][p]We'll see you in v1.0![/p]
V1.0 is less than 2 months away!
[p]The v1.0 release is less than 2 months away! The Tech Tree has evolved with your feedback, and settlements are flourishing (and getting crushed!) in the public playtest![/p][p][img src="https://clan.akamai.steamstatic.com/images/39536362/1e5c30b2b2e7e31863393c435aa0c2681f4e15b6.png"][/p][p]The team is working their way through last minute features and bug fixes, with new playtest builds every 1-2 weeks. If you have been participating in the v1.0 playtest (or earlier ones), be sure to vote for the final decoration we'll be adding in honor of your diligent reporting:[/p][p]Playtest Decoration Vote[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/39536362/a8ebe3a4e59b9c6a36909fb1c94ba2734fb2db7b.png"][/p]
V1.0 Playtest Begin July 16th!
[p]The v1.0 playtest will be our largest test to date, and it begins July 16th (at or before 5PM EDT / 9PM GMT)![/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/39536362/0719026ac4dbc660fa30ab6baa44054d7492370c.png"][/p][p]V1.0 brings the most comprehensive changes the game has seen in Early Access. We expect to run the playtest all the way through October, when Farthest Frontier officially leaves Early Access.[/p][p][/p][p]Participating in the public playtest requires registering on our forum and entering the beta code once the playtest becomes active. For more information (note: viewing the link requires an account):[/p][p]https://forums.crateentertainment.com/t/frontier-playtester-faq/112441[/p]
The State of Early Access - Update #08
[p]As we are sure everyone is well aware, we are approaching the end of Spring. So we are going to get straight to the point: Farthest Frontier will not be hitting v1.0 in Spring 2025 after all (classic Crate, amirite?).[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/39536362/aa6e6af4913394882aa07d18fc1c35d706257c22.png"][/p][p]The reason why is perhaps overused, but in this case it is very valid: the team needs more time to polish the massive changes they have been cooking up over the past 6 months. We know we said the team needed more time before when we pushed the release back to this year, and for that we do apologize, but once we get into the details, you will (hopefully) agree that the extra months will be worth it.[/p][p][/p][p]V1.0 is bringing massive changes not just to the endgame, but how you get there. So let us dive into it![/p]
V0.9.7 Hotfixes
Over the past week, we have pushed a series of hotfixes to address critical issues. The latest, v0.9.7d, has just gone live.
We will keep monitoring the forums for critical issues, but otherwise the team is going to focus on bringing you v1.0!
With a 100+ node tech tree that will massively shake up the way you play Frontier, end-game monuments, bridges, and more, v1.0 is going to be a crowning update that truly marks the end of one era, and the beginning of the next.
We are nearly ready to officially launch Farthest Frontier with a very strong foundation!