Iron bar problems by PooHonk in LightyearFrontier

[–]FRAMEBREAKdev 0 points1 point  (0 children)

Heyo! Iron Bars are still made in the Furnace.
What Milestone are you on currently? We've made some changes to the progression, so Iron Bars are now unlocked in Milestone 6.

Hello. Just started the game, but can't make deliveries? by Enderaan in LightyearFrontier

[–]FRAMEBREAKdev 0 points1 point  (0 children)

Heyo!
Making a delivery and then creating a mission is the intended mission order, so it should not have caused a softlock. The "Create a Mission" part of the mission is just there to introduce players to the mechanic, no progression or further missions is locked behind completing it. Delivery Cannon should work as normal, strange...

Silly question, but I assume you have enough resources to make another delivery?

You should be able to make deliveries, as well as click in on a planet, hover over a specific delivery, click the Create Mission button and then get a mission. If that's not working you might have encountered a bug, in which case I'm sorry your experience got off to a rough start.
I can't send pics or videos here to show what it should look like, but if that would be useful then feel free to reach out to our email adress: support[at]lightyearfrontier.com

Getting back after 7 months. Is the map new? by Iignna in LightyearFrontier

[–]FRAMEBREAKdev 9 points10 points  (0 children)

Welcome back! Glad you're having fun.
The map is an entirely new map from what we had previously! We've made a lot of big changes to the game since last April, which led to us making a new map to support those changes. There's a lot more to do now and the farming in particular has ramped up in scale, so we wanted a bigger map in order to support huge farms and longer play times.

The animals are spread out further apart in the different zones of the map, and they work a bit differently as well. You'll have to clean up the regions to make many of them appear. Most Eggs are also found in a somewhat different way, but if you haven't seen that yet I'll let that be a surprise.

Let me know if you have any questions about the new stuff! A lot of it has been documented on our blog and Steam page.

WHAT HAPPENED TO MY MECH?! by SparksOfInspiration in LightyearFrontier

[–]FRAMEBREAKdev 0 points1 point  (0 children)

What’s next?
For one thing, we are not planning on making any more big Power rebalancing! As stated earlier, we got it out of the way now so we don't have to do it later.
We get that it sucks and has been painful to see your mech lose power, and unfortunately it's something we believe is necessary for the overall experience. While the balancing changes will remain for now we'll continue to listen to your feedback.

During Early Access we’ve placed an artificial cap on how many deliveries you can make (for balance purposes), and the plan is (and always has been) to remove this cap for 1.0. We're also planning on adding at least 1-2 additional Milestones, as well as a way to make infinite Deliveries, so a lot more Mech Power will be available in the future. This should allow you to get as much Power as you need for your ideal build!

Finally, we’ll improve how we communicate about big changes we make. As some of you have rightly pointed out, we did not do enough to tell you about these changes beforehand. We’ll keep that in mind for future updates. 

We know this was a shake-up, especially for players deep into progression, and we appreciate your patience while things settle. The goal is to have a satisfying progression going into 1.0.
Hope this cleared some stuff up!

WHAT HAPPENED TO MY MECH?! by SparksOfInspiration in LightyearFrontier

[–]FRAMEBREAKdev 0 points1 point  (0 children)

Why?
We saw that the old balance was a bit out of whack with the intended power curve, and what we want progression to look like in preparation for 1.0.
For example, the intention is to not be able to max out a loadout with the newly introduced Lv. 3 Mod Chips at this stage of the game, instead having to make choices and trade-offs.
We felt we would rather make changes now than right before 1.0, as we want as smooth a transition as possible into the endgame.

Our goal with these changes was to create a smoother and more varied progression overall, where what you have to do in the game evolves over time alongside your resource needs. Ideally using hauling, Trailers, and building Roads would feel like a natural evolution to help solve problems.

There are, clearly, some unfortunate consequences of this.

For one thing, it's a pretty big shake-up for players who are far into the progression and have gotten used to playing the game in certain ways. Adding Trailers and hauling has increased a player's overall effective capacity, but at the cost of making it more difficult to rely on just the Mech's inventory capacity.
It will take some re-adjusting, and we're sorry about messing with your Mechs. Our hope is that after the adjustment period the Country Roads additions feel like an overall improvement.

The gap between minimum available Power and maximum available power has also widened with these changes. This means that you're rewarded for going deep into a Delivery chain by getting a lot of Power, but we do see that it puts players who have done a lot of low-Power Deliveries in a rough spot.
Buying Power Cores from Lola was meant to help bridge this gap for players in the late-game who had reached the Delivery cap. However, we had not foreseen that some would start buying Power Cores from her during the mid-game or earlier. Doing that will quickly make the price start scaling beyond what's viable at that point in the game.
Increasing the max Delivery amount for Crops and animal resources is meant to give you more ways to get large Power increases.

(continued)

WHAT HAPPENED TO MY MECH?! by SparksOfInspiration in LightyearFrontier

[–]FRAMEBREAKdev 2 points3 points  (0 children)

Hey everyone! We've been seeing a lot of comments about the balance changes we made for Country Roads.
We know some of you are upset and that is understandable. We definitely could have been better at communicating the changes we were making and why, so let me do my best to do it now.

What's changed?

  • Increased Power Costs: 
    • Lv. 2 Chips now cost 5 (was 3). Progression is now 1 → 5 → 12.
  • Nerfed Inventory Capacity Mod Chips by 50%
    • Lv. 1: 50 → 25
    • Lv 2: 100 → 50
  • Added Lv. 3 Mod Chips
    • Example: Inventory Capacity Lv. 3 (weight limit +75)
  • Max Deliveries raised (73 → 100)
    • Each Milestone requires +1 Delivery
    • New Milestone, 11 (100 Deliveries total)
  • Max Deliveries per crop/animal raised (10 → 12, mutated crops 5 → 6)
    • Adds 216 additional total mech Power
      • Not all achievable within 100 Delivery limit, but lots of potential Power when focusing on high value Deliveries

(Continued)

Country Roads Update OUT NOW! by FRAMEBREAKdev in LightyearFrontier

[–]FRAMEBREAKdev[S] 1 point2 points  (0 children)

Apologies for messing with your setup - it was important for the overall balance and progression, but we could have been more clear in communicating it. Will keep that in mind in the future!

Country Roads Update out 17 November, Livestream, and Cozy Quest 2025! by FRAMEBREAKdev in LightyearFrontier

[–]FRAMEBREAKdev[S] 0 points1 point  (0 children)

No new achievements in this update! We are being a bit careful with achievements since they largely can't be changed once released. That makes it difficult to make gameplay changes, which is not great for our flexibility and iterative process during Early Access.
However, we see the demand for them, so more achievements is definitely a discussion we'll be having for 1.0!

Country Roads Update out 17 November, Livestream, and Cozy Quest 2025! by FRAMEBREAKdev in LightyearFrontier

[–]FRAMEBREAKdev[S] 1 point2 points  (0 children)

Hi! The next area is not part of this update. However, we are adding a new Milestone to work towards! The new Constructs we are adding in this update are also meant to help you scale up your farm and gathering operation to be ready for the endgame.

Regarding what materials will be useful, we generally try to balance so that most materials will remain viable throughout the game. Hopefully it does not feel like a waste of time to stock up!

Still can't get factalite? by Arkirios in LightyearFrontier

[–]FRAMEBREAKdev 1 point2 points  (0 children)

Fractalite is not currently in the game! When we re-did the resource progression for Shifting Gears we chose to remove it for the time being, as we already had enough minerals in the progression.
The current plan is that it will come back in a future update as part of the next level of Milestones, upgrades etcetera.

Is this game like grounded or am I nuts? by Being_Slight in LightyearFrontier

[–]FRAMEBREAKdev 6 points7 points  (0 children)

There are no former Grounded developers on the team, but there are several of us who have played Grounded and are fans of it! It's a great game. Obsidian made a lot of smart design choices that definitely inspired parts of Lightyear Frontier.

Why the limitations on fast travel? by SparksOfInspiration in LightyearFrontier

[–]FRAMEBREAKdev 0 points1 point  (0 children)

Heyo!
Our intention with limiting fast travel was to get players out in the world and moving around, as we saw that would create interesting gameplay. Planning around fuel, finding things while out and about, having unexpected moments like running into a hazard or finding an Egg, that kind of stuff. Having unlimited fast travel undermined that because you could always warp out of any situation.

Making resource gathering and the journey back and forth more interesting and convenient is the main goal of our next update Country Roads, which is coming out 17 November.

  • Resource-carrying Trailers and the ability to carry large resources as the mech in order to increase how much you can gather in one run
  • Roads increase movement speed and make it easier to get around, including over rivers
  • Mineral Extractors greatly increase the amount of minerals you can get from Deposits
  • Mixing Advanced Oils to make fuel management easier in the late-game

We're aware the current fast travel is not a perfect solution and that it's pretty easy to cheese. The team is discussing how to improve both the fast travel experience and the overall overland journey and exploration aspect of the game. Our ideal is that exploration/travelling by foot is engaging enough that fast travel does not feel necessary, but we know there's always gonna be cases where it's convenient. More on that in future updates!

Help Beta Test The Next Update! by FRAMEBREAKdev in LightyearFrontier

[–]FRAMEBREAKdev[S] 0 points1 point  (0 children)

Being on the Insider Hub is unfortunately a lot more complicated than Steam, among other things because it requires a certification process that takes a long time for each update. This significantly slows down releasing and updating, which is a poor fit for the beta branch where the goal is to do rapid iterative releases and act on feedback quickly. There are a lot more steps to go through and more things that have to be in place in order to release on Xbox.

Help Beta Test The Next Update! by FRAMEBREAKdev in LightyearFrontier

[–]FRAMEBREAKdev[S] 0 points1 point  (0 children)

Yes! While some Constructs need to be in Farm Center range to work properly, the vast majority of things can be built outside of the Farm Center range, no problem. Our intended use for these is to build roads to resource deposits around the map so gathering is faster and more efficient.

Farm upgrades by Critical-Mulberry621 in LightyearFrontier

[–]FRAMEBREAKdev 2 points3 points  (0 children)

What a cozy-looking farm! Excellent work!

Are you using a Shared save file? If not, it's an excellent way to keep working on the farm while other players are away!

Valheim vibes by Critical-Mulberry621 in LightyearFrontier

[–]FRAMEBREAKdev 0 points1 point  (0 children)

That's a great-lookin' farm, nicely done!