Farthest Frontier v0.9.4: Tier 5 houses, pastries, military formations 

Op 4 september 2024 heeft Crate de versie 0.9.4 van Farthest Frontier uitgerold.
Hier zitten veel verbetering en aanvullingen verwerkt.

  • We krijgen een extra level op de huizen. In Tier 5 kom je tot Mansions, waarin 10 villagers kunnen wonen.
  • Bakerijen kunnen geupgrade worden naar luxe patisserie. Patisserie is nodig om tot Mansion te komen. 
  • Geboortes en Immigraties zijn talrijker in de grotere steden. 
  • En optimalisatie geeft via een algehele snellere framerate een soepelere werking van de game.
  • Militaire groepen kunnen in een formatie worden gezet.
  • Elke compagnie heeft een vaandeldrager als het uitrukt. En ook alle raiders hebben vaandels
v0.9.4

[Major New Features]

Shelters can now upgrade to tier 5 Mansions. These grand living spaces are the ultimate display of wealth and prosperity for your citizens.
Bakeries can now be upgraded to tier 2, enabling the production of luxury Pastries. Pastries are one of the luxury options for upgrading shelters to Tier 5.
Manual Upgrades are now available for Shelters. By disabling automatic upgrades in the top right of the HUD, you can now control exactly which of your shelters upgrade and when. Household stock upgrade requirements are now less sensitive and forgiving to accommodate this.
Military units can now be placed in advanced formations. Hold Ctrl + Right-click when commanding units to preview facing and position, and use the mouse wheel to dictate the formation spacing.
Military controls have been updated: Rally Stance has been replaced by Retreat to Barracks, which forces the units to return to garrison and ignore any threats. Instead, manually commanding your troops to a location will have them remain there indefinitely, just like in an RTS. This behavior effectively replaces Rally Stance.
The latest batch of optimization improvements includes an up to 25% framerate boost for most users. These gains will vary based on your hardware configuration, map size, and settlement.
Military companies and raiders now display their company colors with bannermen.
Jumping to raiders through a notification now highlights the attacking raiders.


[Art]

Gates now open in the direction they are placed, rather than always facing a fixed direction regardless of rotation.
Fixed an issue where villagers at the Potter Building would work at invisible work stations.
Fixed an issue with missing snow textures on Stables and Chicken Coops.

[Tech]

Fixed an issue where wolves could attack raider buildings with impunity.
Fixed an issue where toggling Display Dynamic Keybinds setting would reset.
Fixed a visual issue in settings where some of them would appear reset but are in fact not.
Fixed an issue where transferring soldiers would result in duplicate military upkeep costs.
Fixed an issue where villager highlights would sometimes be missing bodyparts.
Fixed an issue where Traders would grab items from Markets before storage buildings. Markets can still be accessed, but storage is now correctly prioritized.
Fixed an issue where infantry would sometimes use pikeman animations.
Fixed an issue where upgrading, relocating, or rebuilding a building would cause the “Building Needs Additional Workers” notification to trigger.
Left and Right mouse buttons can no longer accidentally be rebound.
Fixed an issue where Dynamic Keybinds would incorrectly disappear.
Fixed an issue where disbanding a military company would leave its banner on the HUD, or duplicate another company’s banner.

[Game]

Population growth from immigration and births has been dramatically increased at high population. The bonuses from house vacancies and bountiful food supplies have also been increased.
Increased bonuses to Births, Immigration, and Combat from Happiness.
Foresters now plant trees in a reduced density. The previous density was so thick it made it difficult to tell individual trees apart and resulted in far more trees getting planted than foresters would ever need to cut down for production.
Default keybind for Dropped Item Widgets has been updated to the Tilde key and can not be rebound in the game settings.
Back to Table of Contents

[Buildings]

Increased Desirability requirements for Shelter upgrades. This change is NOT retroactive for existing shelters and only affects newly constructed/upgraded shelters but the Shelter window does reflect the new values.
Slightly reduced the desirability radius of various small to medium size decorations and entertainment buildings. Overall, desirability radii are still considerably higher than v0.9.2.
Arborist Building can now have its production toggled on/off like other buildings.
Grazing areas are now displayed when placing fences.
Wall placement now ignores terrain flatness.


[Combat]

Reduced damage and health of Lancers.



https://forums.crateentertainment.com/t/farthest-frontier-v0-9-4/138271