Full notes
Full Farlanders update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
- Balance
- Performance
- Fixes
UX, Quality of life
Display 'max' caption near the depth number when you’re on the lowest possible depth
Added video explaining area movement for Public Space
In the building selection popup auto expand effects description for better readability when there are no area controls
In the building selection popup display building development bonuses breakdown by default
In the colony level-up popup display explanation that you need to pick a specialist before continuing
Auto-save the game when closing the application
Removed italics and better text readability in some tooltips
Added undo turn option in the victory popup
Gameplay adjustments
Smaller happiness decrease when going above 350 population. It will be possible to have 3+ colony morale with a population of 500 or higher.
Added refined metal cost (6) to bacteria, grass, moss, and fungi to avoid confusion when you are getting a negative refined metal value after demolishing life
New building development bonuses: fungi receive +2 from the underground house, the underground house receives +2 from the robotics gallery, the food silo receives +2 from a hydroponic farm
Reduced base income from Grass
Decreased science points price by 33% when selling them, fewer science points as the bonus from the latest colony level
In general, more hidden under-ice anomalies on the surface that give science points
Made Mycelium, A Step Toward Breathable Atmosphere, Left bank of Kyiv achievements a bit easier
Specialists adjustments
Scientist: gives 3 instead of 5 free science points
Botanist: gives bonus only to bacteria and fungi
Entrepreneur: x2 more income from unemployed colonists
Comedian, Musician: 0.25 happiness bonus instead of 0.15
- Engineerminerals lifecycle bonus reduced from 20% to 10%
Campaign
Revisited experience required for Marco to level up. Always show caption (with required manager level) on locked story files so that there is more sense in leveling up and going for side objectives
Mission 4: easier to find water underground, slightly less metals
Mission 5: a bit better starting positions, geothermal power on the surface, more passages underground from the surface
Mission 6: more rare metals, more time to complete objectives, more geothermal power on the surface, lower pop goal, easier to discover underground level, a bit more stalactites
Mission 7: no time limit in side objectives, slightly higher population required, more time to complete the main goal, slightly more resources underground, a bit more superquarks, more clear objective description
Free play mode
Do not lock free play difficulties
A bit less time for objectives in 'First metropolis on Mars' mission, added geothermal source on the surface for ‘martian utopia’ and ‘pioneers of cave agriculture’ missions.
Misc
il2cpp compilation for Windows builds which might lead to performance improvements
Fixes
Fixed broken achievements: Mycelium, A Step Toward Breathable Atmosphere, Jack of All Trades
In the campaign, on relaxing difficulty, the experience that is used for leveling up wasn’t calculated correctly
Fixed a situation when in-game dialogues were locked and you had to undo the turn
I think I found and fixed the occasional problem with dust storms in mission 7. Apologies to those who have encountered it.
The text was sometimes missing in the game when using a certain OS language. It should be all working now
Converted videos for building preview to another format and codec, which should hopefully fix problems with videos for every platform
Inconsistent demolish tool behavior. Sometimes it was deselected after the use and sometimes returned cost wasn’t displayed.
Source
Changelog.gg summarizes and formats this update. How we read updates.
