Farthest Frontier Update 0.7.6 Patch Notes PC (Steam) players

Farthest Frontier Update 0.7.6 Patch Notes PC (Steam) players; Players on PCs (Steam) have access to details about the 0.7.6 Farthest Frontier upgrade. The most recent update, according to the official Farthest Frontier patch notes, concentrated on fixing a number of problems that were damaging to your enjoyment of the game,

but it also included some tuning, quality of life improvements, and optimization of a few game mechanics.

The game’s previous significant Farthest Frontier update 0.7.5 introduced a number of new modifications and quality-of-life improvements. Hell Let Loose Update 1.010 Patch Notes out for PC and PS5 players

Sadly, with the most recent patch, gamers have reported a number of problems with the game. The Farthest Frontier patch 0.7.6 released today will deal with some of these problems. Download Farthest Frontier patch 0.7.6 on PC (Steam).

Farthest Frontier Update 0.7.6 Patch Notes

Initial release date: August 9, 2022
Engine: Unity
Developer: Crate Entertainment
Publisher: Crate Entertainment
Platform: Microsoft Windows

Genres: Simulation Video Game, Strategy Video Game, Indie game, Early Access, Simulation, Strategy

Farthest Frontier Update 0.7.6 Patch Notes
Farthest Frontier Update 0.7.6 Patch Notes

September 21, 2022 Farthest Frontier Patch Notes

[Art]

  • Addressed a bug where builders performing upkeep would not play an animation.

[Tech]

  • Optimized the Town Center UI windows (resources, professions, happiness) to be much more responsive.
  • Vsync multiplier now scales with high-refresh monitors.
  • Addressed a bug where the cursor would not register through widgets when trying to place buildings.
  • Addressed a bug where villagers could end up stuck in terrain, generating so called “death cults”.
  • Addressed a bug where wall construction could cause severe performance hitches.
  • Addressed a bug with foraged items spawning in water. This fix is not retroactive.
  • Addressed a bug where the Occlusion Highlight toggle would reset.
  • Addressed a bug where building and resource window positions would become offset randomly.
  • Addressed a bug where building windows would sometimes require tiny amounts of scroll bar to see the full contents.
  • Fixed multiple issues where certain widgets (building icons) would not appear when intended (ex. waste warning, paused production, etc.).
  • Addressed a bug where the Forager Shack and Market were not displaying certain widgets.
  • Fixed multiple issues where Trading Post UI could end up stuck, or display traders incorrectly, ex. after upgrading the Trading Post.
  • Addressed a bug where other building windows could be opened while the Trading Post window is open.
  • Addressed a bug where Trading Post UI would flash between different products in the same line.
  • Addressed a bug where spoiled items would sometimes remain as x0 piles.
  • Addressed a bug where villagers could end up perpetually retreating inside a residence.
  • Addressed a bug where building production would sometimes not resume after a building was uncondemned or a fire was put out.
  • Addressed a bug where production sliders at the Work Camp would reset on their own.
  • Addressed a bug where hunters would generate more traps than the set amount.
  • Addressed a bug where Hunter Lodge trap slider would reset back to max.
  • Addressed a bug where Barn overpopulation would trigger one cow sooner than intended.
  • Addressed a bug where herds could become permanently abandoned when cancelling a barn relocation task.
  • Addressed a bug where cows could end up stuck in limbo in the Trading Post and then deleted.
  • Fixed a rare on load issue related to barns.
  • Addressed a bug where fruit and decorative trees could be placed within crop fields.
  • Addressed a bug where fields could be tilled on top of each other.
  • Addressed a bug where field expansions could be added beyond the cap if done without closing the window.
  • Addressed a bug where field expansions could be added infinitely into the fog of war.
  • Addressed a bug where field expansions would sometimes cause a field to have more workers than the cap.

[Game]

  • Villagers now automatically exit the Town Center garrison before starving. Consequently, starving villagers will no longer garrison the Town Center.
  • Increased time for homes to become abandoned to 8 months, up from 4.
  • Increased starting food for Pioneer difficulty.
  • Expanding a field now also adjusts the overall weed level, fertility and rockiness accordingly, rather than the expanded field inheriting the values of the original field.
  • Added a critical indicator (!) to items that are full in building storage.
  • Building upkeep now accumulates seasonally rather than monthly, giving builders more time to react to upkeep tasks before additional materials are required.
  • Buildings with unpaid expenses are now blocked from work. A new icon has been added for buildings that are in this state.
  • Increased meat from boars.

[Buildings]

  • Increased fruit output for fruit trees at the Arborist Building.
  • Arborist Building now supports up to 2 workers.
  • Cobbled Road now requires a tier 3 Town Center.
  • Reduced population cap for tier 1 Barns to 10, down from 12, and increased the cap to 20 for tier 2 Barns, up from 16.
  • Tier 2 Barn now requires a tier 4 Town Center.
  • Cows can no longer be purchased at the Trading Post unless a Barn has been constructed.
  • Updated production of meat, hides and milk at Barns.
  • Changed milking and butchering priority for herders and prevented cows from being stuck not grazing when not in milking season.
  • Basket Maker no longer requires a Forager to build.
  • Reduced amount of tools and weapons Blacksmith Forge/Workshop will store, so they are moved to town storage more quickly.
  • Increased production time of cheese at Cheesemaker.
  • Compost Yards now automatically dispose of excess waste, allowing them to continue to collect waste even if all 3 compost storage areas are full.
  • Environmental Fertility modifiers for Crop Fields are now displayed when placing the field and in the Crop Field UI itself. This modifier impacts the potency of any fertility gains, ex. from Clover. This was technically snuck in v0.7.5f, but we wanted to draw attention to it as it was never called out.
  • Updated Fertility Impact display in Crop Selection to display effective Fertility changes, rather than a +/-5 range, before environmental fertility modifiers.
  • Reduced arrows produced at the Fletcher Building/Workshop per log to 18, down from 20.
  • Reduced Sand per Glass at the Glassmaker to 3, down from 4.
  • Hunter Lodge no longer has Structural Integrity, to match the tier 1 Hunter Cabin.
  • Shrunk the hit box of Small Plazas for the rare edge case where roads are overlapping them enough to be un-selectable.
  • Plaza upgrades now correctly require a tier 3 Town Center, instead of requiring the same tier they are unlocked at.
  • Increased production speed at the Smokehouse.
  • Tannery no longer requires a Hunter Cabin to build.

[Resources]

  • Adjusted the collision bounds for the Megarock.
  • Addressed a bug where Furniture could decay in storage.

[Combat]

  • Adjusted tuning of raids on Vanquisher difficulty. Raids have fallen a bit behind the curve with all the buffs to player defenses.
  • Reduced Soldier Upkeep costs.