In city builders, sometimes you are tied to the mercy of the grid when placing your buildings when you just want to be free to put things wherever you want. If you have Farthest Frontier, you won’t have to be at the mercy of the grid anymore with the release of update 1.1 which gives players a gridless option when creating settlements. That means buildings can be placed anywhere in the build area, though you can toggle grids back on if you want to line things up. You can get the full patch notes that Crate Entertainment released for Farthest Frontier update 1.1 below.
[Major New Features]
Gridless build mode is now enabled by default. You can now place all buildings off the grid in any orientation you desire by holding the Left Mouse Button during placement, with some allowance for overlap between building footprints for more organic settlements. Classic Grid build mode can be toggled at any time with a hotkey. Note: due to the pathing solution used in Farthest Frontier, the initial implementation of gridless building still requires that Bridges, Crop Fields, and Walls still be placed on the grid.
A new Guided Start option is now enabled by default when starting your first settlement. Guided Start provides objectives to help new players reach a Tier 2 settlement.
The Wall Management tool has been upgraded and is now called the Building Management tool. It can be used to quickly rebuild/salvage/upgrade your Decorations, Plazas, Roads, Shelters, and Walls without needing to select them individually.
New Copy/Paste Settings buttons have been added to various buildings to quickly transfer their settings to other instances of the same structure.
A new Wooden Bridge is now available at Tier 2.
New Decorations are now available: Grass Clearing and Wild Flowers.
[Tech]
Fixed an issue where advanced widgets would need to be cycled off and back on to display for newly constructed buildings.
Fixed an issue where hunters could drop off carcasses in other cabins when manually commanded to. Additionally, hunters will never drop off carcasses in disabled cabins.
Fixed an issue where Hunter Lodges would display incorrect information for Trap efficiency inside their work area.
Fixed an issue where the Rationing Policy combined with the Teeth of Jonia the Ascetic relic could result in incorrect annual report data.
Fixed an issue where Production limits on a deactivated building could cause the building’s desirability effects to become active.
Fixed an issue where combat speed settings would increase game speed to 1.0x from 0.5x.
Fixed an issue where Eggs could not be stocked inside the Trading Post whenever they were not available as a premium request.
Fixed another case where warnings could overlap combat fanfare.
[Game]
A Rebuild All button has been added to the Destroyed Buildings notification.
Widgets can now be hidden during building placement by holding Shift.
Production buildings with overlays (ex. Mines), now display Desirability Widgets over Shelters during placement.
A Search function has been added to the Tech Tree that highlights all nodes that meet the search criteria.
Build times have been reduced on most buildings. Deconstruction times that were longer than build times have been reduced.
Source: Steam






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