1.0 drops in 5 days! Can you believe it? Our final Frontier News before launch is a bit of a grab bag of cool stuff we want you to know about. There’s a lot more coming in the full update, but this is a snapshot of some stuff we know has been highly requested. Let’s dig in!
Lola’s retrieval service
Tornado tossed your Trailer into a lake? Passed out somewhere you can’t get back to? Well you’re in luck, because Lola’s introducing her new retrieval service! In 1.0, you’ll be able to pay Lola to retrieve lost Trailers and item caches.
The goal of the feature is to both be anti-frustration and also a failsafe for when Trailers or item caches end up completely out of reach.
Difficulty changes & new presets
We know y’all out there enjoy different things about Lightyear Frontier. We want to support that and clarify what options you have to customize your experience. Each time you start a new save file, you will now get to select your experience preset:
Creative – For those who love to build and decorate. No cost for building and crafting, no damage, no threats.
Relaxed – A low-pressure experience for those who want to take their time. No damage taken and days are longer.
Balanced – The standard Lightyear Frontier experience. Recommended for new players.
Challenging – For those seeking a challenge. Damage is increased, items are permanently lost on knockout, and fuel is more scarce.
You can further edit these settings via the Customize button, creating your own custom preset. These options will also show up the first time you load an old save file.
To make settings easier to handle in multiplayer, we have unified a lot of old and new playstyle settings in a per-world, host-controlled framework, including day length, growth time, and more.
New achievements
Turns out we have a bunch of achievement hunters in the community! Y’all have been asking for it, so we’re adding new achievements for 1.0. We’ll let you see for yourselves what they are once the update drops.
Trailer stability, performance and overview
You’re gonna need a lot of minerals in the endgame, so we made sure to make Trailers much more stable and predictable in their movement. This dramatically reduces the likelihood of accidents.
There is now a HUD element showing a simplified top-down view of connected trailers, making it easier to see how they’re doing and when things go wrong.
We’ve also decreased the speed penalty when towing trailers, especially in Trailblazer mode.
Transform Mode quick switch
You can now quick-switch between Bipedal Mode and the Transform Mode you used last by tapping the Transform Mode button.
Guidance improvements
We’ve got a big world with a whole lot of stuff to keep track of, so we’re making some big improvements to that experience!
Resource Scanner
Can’t find that one Caroot patch? Open up the Map and fire up the Resource Scanner! This handy new feature will point you in the direction of resources.
Improved Map markers
Text can now be added to Stamps, and Trailers and Animals now show up on the map.
Improved Mission markers
Constructs and resources needed in Missions now have markers on them. It will be easier to tell what you need to build and interact with, and how many of a certain resource you’ll need to craft to do it.
Better onboarding
We’ve made changes to the start of the game to make it easier to get into. There are both reworked and new tutorial missions to help teach the game.
Hold to keep picking up & contributing
Fingers getting tired from pressing each time to pick up a bunch of different resources? Mashing too much to build that fence? No more! You can now keep holding down the button to keep picking up resources, and to keep contributing resources when building. This makes gathering and building as the Exofarmer a lot more convenient.
Updated Exofarmer animations
How your character moves is crucial for the overall feel of a game. We’ve updated and improved various animations over the course of Early Access, and for 1.0 we’re paying special attention to the Exofarmer! Many of their animations have been updated, from how they walk and run to how they use their tools. The end result is an Exofarmer that feels a lot better to play.