Wayward Terran Frontier: Zero Falls cover
Wayward Terran Frontier: Zero Falls screenshot
Genre: Role-playing (RPG), Simulator, Indie

Wayward Terran Frontier: Zero Falls

0.9.2.03


  • fixed the resource cost of some new modules that were added
  • assigned a default resource cost to modules that we have overlooked so that every module at least costs something to construct
  • updated the ship design screen to support the new module types in the power connection overlay
  • station interiors no longer build air maps. the maps are not needed because stations don't update air and the map takes a long time to build
  • fixed magnetic ramscoop not being flagged as active. the module worked but you couldn't open storage to access its contents
  • fixed an issue with some of the new quests not saving and loading correctly
  • added the cargo capcity of ramscoops and algae tanks to cosm data so that their contents would not be lost when leaving and re-entering a ship

0.9.2.02 bugfixes

0.9.2.01



  • fixed a broken link in one of the new dialogues that caused it to loop


0.9.2.02



  • fixed module repair allowing tiles to be repaired in empty space
  • upgraded quest diagnostics to at least try to output the name of quests that fail to load and also to produce a crash report when it happens

0.9.2.00 patch

Note: This update changed some late-game quests. It should be compatible with most existing save game files unless you are currently on one of the affected quests. If you happen to be half finished with the changed quests the most likely outcome is that one or more of the new dialogues or quests triggers will not activate for you. In all other cases existing save files should be fine.


  • fixed a bug where the image portion of the tooltip for a packed ship could get unloaded and fail to display
  • rewrote the interior air simulation to use precomputed room geometry. This will slow down significantly the speed of spawning ships, but drastically increase the speed of simulating interior atmosphere which is one of the biggest factors causing large ship interiors to lag the game.
  • Ships no longer reset their airlocks when performing a ship break update that splits the ship into multiple smaller shards unless one of the shards that broke off contains tiles from an airlock. This should fix the perceived flickering of airlocks when ships are taking damage
  • fixed a bug with the code for repairing a module (used by nano repair auras and when pointing your repair gun at large multi-tile modules) that was not checking the correct tiles for adjacency info when checking to see if the repaired tile was attached to another healthy tile. This was causing single tiles to repair unattached and break off as shards while you repaired some modules (this is also why airlocks were flickering on some damaged ships)
  • updated the tooltips for life support modules to make it a bit more clear how much air they produce and how much energy they consume at max operation
  • fixed a bug where exp popup text was displaying the old exp values from before the exp value rebalance. The amount of exp rewarded was correct only the text was wrong.
  • fixed a bug where the list of flotillas (ships added by steam workshop mods) which had been successfully spawned into the game world was not recorded, causing them to be respawned when you loaded a saved game
  • fixed a bug with our customers which caused them to sit in the home station buying and selling items over and over again instead of playing the game. Root cause was an item shop that gave away free items that could be sold for a tiny insignificant profit, thus short circuiting the reward center of our customers' brains
  • selecting your home base from logistics no longer attempts to set up turret selection for it
  • fixed a bug that was causing some entities to not write their data to the database causing those ships and ore to stop existing
  • ran a very long simulation of the in game economy to fine-tune station rations and fix some supply chain issues in longer games
  • fixed a bug where many ships were drawing the incorrect speed info from their binary data which caused them to not move at all when on the world map
  • increased the number of trade ships by around 25% on average
  • changed the default speed for ships on the world map to be significantly slower to line up better with their real speed when inside the player's session
  • output of farms increased by 50%
  • snack storage space of farms increased from 6000 to 10000
  • parts factories are now more common to account for the system wide shortage of assorted parts
  • fixed a bug that was causing the logistics screen to not display tooltips for mounts
  • added a magnetic ramscoop module which you can use to collect space dust that can later be crafted into grey goo
  • added a primitive crafting system to the singleplayer game engine which allows you to open a crafting station and convert items into other items inside your inventory
  • added a single crafting station: the goo forge. It allows you to craft grey goo inside your ship from the various components that can be used to make grey goo
  • the goo forge and the magnetic ram scoop are tier 2 loot and can drop as loot from destroyed SSC ships
  • added a cargo scanner module which can be purchased from pirate's bay
  • added a new UI element to the targeting brackets which displays the cargo content of a targeted ship if you have a cargo scanner. default keybind is alt
  • fixed some bugs with the quadtree code used to store terrain for collision testing
  • went through the community bugfix mod (thanks blacktea) and stole, adapted, or addressed as many of the fixed in that mod as I could to incorporate them into the base game.
  • fixed: After meeting tony, if you exit the game before fixing the ship, ship will disappear on loading. (from community bugfix)
  • updated map extensions to include icons for goo factories
  • added a catch which will guarantee that NPC ships that spawn from template will have as many crew as there are controllable consoles on that ship (adapted from community bugfix)
  • (from community bugfix) ally crew will no longer assume control of the ship if Player orders the crew away from consoles and puts them on hold before leaving the ship.
  • (from community bugfix) fixed a crash in logistics while assigning turrets when your crew is on a ship
  • you can now hail ships piloted by your friendly crew and order them to return to your base
  • fixed bard's portrait
  • fixed a bug that could sometimes prevent crew from removing threats when ordered to stand down
  • (from community bugfix) the pirate cove siege quest now properly counts kills without waiting for the ships to despawn, and also calms the friendly pirate faction at quest completion in case you accidentally shot them during the quest and made them angry
  • added a new trigger event which explains the use of repair stations to new players with a brief dialogue
  • improved the camera pan to a station on an early quest dialogue
  • added character artwork for an angry bureaucrat/politician for the player to make angry
  • removed the old quest which granted the player an artifact activator research after they found an artifact for the first time
  • created a new quest which rewards the player for killing 3 SSC commanders with the artifact activator blueprint as well as advice on where to find artifacts
  • added some new dialogues for the new end-game mission
  • added many missing dialogues for the existing end-game missions
  • updated the data-center questline to unlock a new conversation mode with One at your bar. You can visit One at your bar any time to ask stupid questions. I wrote answers for some initial questions relevant to the story line and would gladly include more answers in the future, maybe in response to community request
  • added an "abandon" button to your quest log which will allow you to abandon your missions...you can only abandon missions that are obviously abandonable like missions to ferry passengers somewhere for a reward.
  • Some core storyline quests which can not be abandoned, will instead auto-complete if you enter debug mode and click the abandon quest button. Hopefully this doesn't create more problems that it solves...use it with caution
  • monsters inside of stations attempt to reposition randomly if they are near an airlock when you enter the station

0.9.1.02


  • the game now remembers the last ship you have spawned and allows you to scrap that ship for a 100% return
  • fixed a bug where shield emitters would be created with zero energy in them
  • fixed a bug with AI where ships with beam weapons would fire their beam weapons but they didn't know they had them and so would not attempt any beam based tactics
  • fixed module rotations for bulwark and restorer shields so that they can be mirrored horizontally in the design screen
  • fixed a crash when destroying a reactor that doesn't have its explosion type configured correctly or which uses an explosion that doesn't exist
  • added explosion configuration for some T3 reactors which were missing
  • fixed a bug where gunnery consoles could crash the game instead of logging an error and shutting down AI like navigations consoles do (when encountering an ai bug)
  • nerfed grey goo's ability to repair so that you use grey goo a bit faster while repairing. It is supposed to be a valuable resource that you use sparingly because it costs more than the modules you are repairing.
  • buffed base repair range of the default repair gun from 175 to 225
  • improved repair guns were re-added to the loot tables of ships...I don't even remember removing them, a git history investigation insists that this was my fault
  • nerfed exp drop pods from 100 exp to 10 exp and adjusted some drops to drop more stacks. Mining is granting far too much exp because it drops in such big increments. This should be a nerf to mining exp while other sources remain the same
  • you now get a little bit of exp for using your repair gun to repair
  • fixed some missile talents which were not taking effect because they were applied before the missile set its default starting values.
  • turrets will no longer reload if their mount module is broken
  • increased the ammo capacity of tiny fixed machine guns so they need to reload less often
  • some confusing colored bars on the UI were replaced with less confusing more informative colored bars that display the same information plus some new information
  • changed the behavior of a damage edge case where your interior receives structure damage after the structure is already below inerta. In the past it dealt random damage to the entire ship equal to the amount, now it will just continue damaging structure tiles like before
  • rewrote the exp formula to make levelling significantly faster and to fix some minor bugs with the old formula
  • added ship packing to the logistics screen. A method for packing a docked ship into an inventory item in your bags for safe storage.

0.9.1.01


  • fixed: no longer change the faction of stations when entering them via an airlock. (found another method that was doing this)
  • it is now possible to right click your home station in logistics
  • removed the option to tractor your home station to dock
  • fixed a crash in ship AI caused by a crew team being null
  • zoey agent now correctly references her portrait artwork
  • added a line that was missing from the dialogue code for both new agents
  • fixed some T3 hallway modules which had overlapping module ids and were thus not working

0.9.1.00 Big bugfixes and some QOL

For this one we have cannibalized the community bugfix patch made by the genius mod makers on our discord (especially one in particular thanks blacktea) in order to make mainstream the fixes that the mod community has enjoyed for a while now. You can visit the modding section of our discord and thank them for their hard work finding issues in my code if you like: https://discord.gg/7N6JR9SaNJ

This bug fix patch should open up some new questing content that wasn't available before. I've also done a few changes for quality of life such as making it easier to get experience and level up from activities such as mining and trade.

Notable new features in this patch:



  • adopt 3 crew members that you couldn't adopt before
  • 3 new quests that might even work correctly


Full list of changes:



  • scrapping a ship now once again stores all items in that ships cargo. The method had to be rewritten to account for both inventory items and resources
  • scrapping ships now grants a little exp
  • selling items to a trade station now grants some exp
  • ore nodes sometimes drop exp when you are mining them
  • reduced the base exp required to gain a level significantly
  • modules that require grey goo to operate can now take that grey goo from the inventories of NPC crew on the ship (not players since they are smart enough to decide for themselves)
  • the same protection which prevents EVA from immediately ejecting you after you enter a ship now also protects you from double-using airlocks which share the same orientation and ending up on your original ship by accident
  • you can now use the "Unload cargo" command on you home base
  • fixed many lines of data which were being missed by the delete character function and leaving junk in the character database
  • crew is now aware of the range of their weapon when firing at enemies and will approach their target if needed
  • fixed a rare crash on AI trying to use turret metrics even if the ship has no turrets.
  • using consoles on stations no longer changes the faction of that station
  • added an ugly hack to clean up duplicated crew
  • fixed a bug where the game could try to add sample ship profiles before loading their assets resulting in a crash on load
  • fixed a unit conversion error which could result in negative stored resources
  • fixed an error in logistics where right clicking could create an unused popup menu that could later be applied to the wrong ship
  • you can now recruit Vaal after your conversation with her
  • chance of finding npc agents in a random bar increased from like 0.00001% to 33% each time you visit a station of the appropriate type. There i 1 additional crew member out there that I suspect nobody has ever found as a result of the unintentionally low chance
  • another crew member that was not previously attainable can now be recruited
  • ships no longer despawn if they are docked to your home base
  • hailing ships in the wrong session type is disabled to prevent crashing
  • fixed a bug where hailing ships with crew that didn't belong to any faction or any team would pause the game and then crash the hailing animation
  • added a little grey goo to the cargo of most npc ships carrying loot
  • fixed a crash on saving and loading gauntlet challenge in a boss battle where only 2 enemies are left
  • fixed a crash in gauntlet challenge on saving a tuning kit reward.
  • fixed a crash after loading save game in a gauntlet boss battle and saving again after killing the boss, caused by icons not loading properly.
  • fixed planted crystals are not reproducing and spreading after a save/reload.
  • fixed crystal seed tooltip is not updating if you select a crystal with 0% seed value after a crystal with more than 0% seed value.
  • improved the initial spawning of trade ships to prevent the case where a ship could become entirely filled with grey goo that the trade captain can never sell
  • added some new junk data items
  • fixed a bug where crew being added to a ship before it spawns were attempting to use the id they were assigned instead of receiving a new one from the ship interior resulting in the second crew added replacing the first and so on. This was breaking quests which required killing specific crew.
  • fixed a bug that prevented quest completion dialogue after killing Greg.
  • added a trade depot module that was missing from one of 3 mining station templates
  • added some quest logic for the main questline after killing Budd
  • added exp rewards to the new quests that were just added
  • fixed game setting the quest marker in the wrong place if you save and load the game before completing the repairing ship part in "First Life" quest resulting in quest triggers being broken.
  • fixed a bug where monster animations could null out if you reload the game next to them
  • fixed a rare crash while crew firing their weapon.
  • fixed followers are not equipping their weapon and attacking a monster if they see one and have some other tool equiped.
  • fixed a rare crash in AI code

0.9.0.11 and multiplayer FAQ

Fixed a bug that prevented stations from having artwork.

This was caused by me trying to work on 2 projects at once. I use the single player client to test multiplayer development and I was testing the creation of player owned stations in multiplayer. In my defense, the fix worked on the server, which doesn't use artwork.

Since many of you are probably wondering here is a quick and incomplete FAQ about multiplayer development:

Q: Is multiplayer actually under development?
A: Yes

Q: Will I get to play it if I own Zero Falls?
A: Most likely. We've not decided the exact format it will be released in, but when we start testing it Zero Falls owners will be our test group. We have done multiplayer testing in the past as an optional beta-branch of Zero Falls in steam.

Q: Will it be Zero Falls but with multiplayer?
A: No, it is an entirely different game with its own story, setting, and gameplay mechanics

Q: Does this mean you could eventually add multiplayer to the world of Zero Falls?
A: No. We had to rebuild the engine from the ground up to support multiplayer and it would not work in Zero Falls due to a million different reasons such as how saving and loading works, how quests work, how NPC ships work, how many places in the code we allow you to pause the game, the fact that your character has no unique identifying name, the fact that single player doesn't stream art assets, etc...

Q: What about some sort of partial multiplayer functionality that only half works?
A: That would be harder to implement than making a new game from scratch because we would have twice as many edge cases to debug every time we break something in singleplayer. Trust us, entirely new game is the correct answer.

Q: when will it be done?
A: When it is done. I work on it whenever I get a full day without someone complaining that Budd's quest reward doesn't work.

Q: Is there even a reward for killing Budd?
A: No, not really. Just some exp and credits. It is supposed to trigger the next quest in the chain...which I will be adding some time after we get multiplayer in a state where we can test it.

0.9.0.10

fixed a bug that was preventing npc ship designs from loading properly at the start of the game.

0.9.0.09

Small update to add some new functionality to the profiles directory.

Placing a .flt file into the profiles directory will now attempt to expand the contents of that .flt file into a series of folders with the flotilla files contents as normal profiles. This won't work for every .flt file but we made it do its very best at reading old corrupt file formats to try and at least spit out the first ship from your .flt file. This can be used to recover the contents of .flt files made with much older versions of the game.

0.9.0.08 changes

- Fixed an issue where, during a save and reload of a world, a failsafe meant to ensure Budd and Gary were inside their ship was replacing one of them leaving only one quest target inside the ship when there should have been two. This was never an issue before because the ship didn't even spawn.

- Fixed an infinite loop caused by one of the tuning kits available in the gauntlet