Farthest Frontier V0.7.6 Early Access Access
: Tier 1 and 2 barns saw capacity adjustments (10 and 20 cows respectively), and players could no longer purchase cows from the Trading Post until a barn was fully constructed. Technical Fixes & Optimization
: Added a critical (!) indicator for buildings with full storage to help players identify production bottlenecks.
: New indicators were added to show environmental fertility modifiers when placing crop fields. Expanding existing fields also began properly adjusting weed levels and fertility instead of just inheriting the original field's values. Farthest Frontier v0.7.6 Early Access
A major portion of v0.7.6 was dedicated to "cleaning up" the frontier. Developers addressed several immersion-breaking bugs:
While v0.7.6 significantly stabilized the game, players at the time noted that performance could still dip significantly in towns exceeding 200–400 inhabitants, despite the optimization efforts. You can find the full original documentation on the official Crate Entertainment Forums . 0 ? : Tier 1 and 2 barns saw capacity
: Starting food for the "Pioneer" difficulty was increased, and the time before homes were abandoned due to lack of supplies was doubled from 4 to 8 months.
: Maintenance costs began accumulating seasonally rather than monthly, giving players more breathing room to manage resources for repairs. Expanding existing fields also began properly adjusting weed
: Optimized wall construction to prevent severe performance hitches and fixed issues with tooltips scaling incorrectly at different resolutions.