Farther Fighting

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Author: Olleus

Last revision: 23 Oct, 2025 at 14:31 UTC

File size: 15.87 KB

On Steam Workshop

Description:

A mod for Farthest Frontier that re-balances multiple aspects of combat to make it more engaging and offer more ways of balancing threats. In vanilla, towers and walls are extremely weak, and heavy soldiers absurdly resistance, and archers overwhelmingly deadly. This mod gives fixed fortifications more of a role, as a safe point that soldiers can fight from (or retreat to); without turning the whole experience into a tower defence game.

The changes are:

  • Defensive buildings have been strengthened (especially their armor); the attacks of towers, barracks, and forts have been buffed.
  • Friendly archers (with bows or crossbows) can now "shoot from battlements" (represented by being able to shoot through walls), but have a -60% damage penalty while doing so.
  • Reduced the base damage of bows and the speed of crossbows.
  • Archer AI has also been tweaked to attack enemies as soon as they come into range.
  • Friendly soldiers (except pikemen) have reduced life.
  • Doubled the cost of recruiting soldiers (upkeep unchanged).
  • Enemy battering rams and catapults have much more life.
  • Raider cavalry is no longer (functionally) immune to ranged attacks, and have weaker attacks against walls. This is balanced by making them tougher and harder hitting in melee. Cavalry is to be feared in the open, but are no longer battering rams on horseback.
  • All soldiers and raiders now have their health bar visible on the "normal" unit widget setting (F3), even if they are at full health. This doesn’t affect the "none" and "full" toggles for this widget.
  • Raiders will opportunistically target your livestock. Protect your precious herds… or use them to distract the enemy.

For a mod that makes raider attacks significantly harder, consider using Raging Raiders in addition to this. Installation instructions.