Attention farmers! With version 1.0 of Farmer’s Dynasty fast approaching, here’s a glimpse of what’s new that’s coming. First up, there will be 3 new coffee shops added to our world – a perfect spot to meet locals and get that extra buzz for work. All updates are currently for the PC.
New release date for Farmer's Dynasty
Hello farmers!
We wanted to let you know that we plan a simultaneous release on all platforms. To ensure quality for all products it takes us three more weeks till you can start your dynasty! The new release date is November 21st, 2019.
A fresh coat of paint awaits - Farmer’s Dynasty new logo and artwork
Hello everyone,
For those of you with a keen eye for detail, you would’ve noticed that Farmer’s Dynasty now has a new logo and artwork. Why the change you ask? Well, to put it simply, we felt that a new logo and artwork would represent nicely us moving from Early Access towards a full release. With new content added, console versions announced, and to show that the game is coming out as a full product, creating a new look seemed like a fitting idea. To give it a Farmer’s Dynasty analogy, it’s like a new coat of paint on the building we just restored 😉
Now that we have a full release date, we just want to say that to us this has been one great adventure, building Farmer’s Dynasty together with you. We want to say a big thank you for all your comments and feedback – it was invaluable. You are the best community a developer could ask for.
So, what do you think about our new artwork and logo? Let us know your thoughts below. Also, as we get closer to our release, we will be sharing with you more info, and we will have a contest here and there as well. So please, follow us on our Facebook, Twitter, and Discord server and profiles.
Having you there would mean the world to us. Until next time.
The Toplitz Team
Screenshots wanted!
WANTED!
Hey there dear farmers of the world!
We received some Farmer's Dynasty screenshots from you folks out there, like this beautiful shot from Meanster401.
Guess what? We'd like more from you! Send us your best screenshots (click and shoot with F12 on Steam) and post them on our official Discord here:
https://discord.gg/ENwgPPW
PS: Release is on November 7th, 2019 just in case you didn't know yet, here on Steam and on consoles!
ver 0.998l, 2019 08 23
We just released a quickfix - please see the changelog...
ver 0.998l, 2019 08 23
* a bit more sunny during introduction
* drivers equipment and hat do not disappear during working menu (TAB)
* small improvement to fireplace blinking params
* optimization to object creation routines
* There was a subtle bug that might have read repair states of open doors or external (non-building) parts like swings or fences incorrectly and those got reset to initial state. This bug is now fixed - both old saves and new saves read these data properly. HOWEVER if someone loaded his data in the meantime (reset to original state) and saved his game, he saved these wrong (original) states and they will be read as such from now on - in this case he'll have to repair again. Sorry for that. Alternatively, you can load the most recent savegame that was not yet overwritten - all buildings should then be in the repair status you had before.
We’re adding an update today centered on optimizations and tech fixes. This update should vanquish many issues, some of them longstanding. Please put this update to test!
Update 0.998k – Notes – The GamesCom Update
Building manager replaced with an all-new version. Old multithreaded mechanism packing buildings into meshes for display is replaced with multithreaded mechanism managing distant building parts into instanced render data.
Lowered memory consumption, dynamic allocations/deallocations, RAM-VRAM dynamic traffic and memory fragmentation that could lead to crashes on some PCs.
Data compression and memory pipeline optimizations.
Improved the reduction of memory consumption.
Various internal optimizations and robust memory cleaning.
Increased number of object shot angles for billboard representation for more detailed object blending.
Improved dithering for object and LOD transition.
Improvements to terrain render.
Improvements to billboard render.
Improvements to controller detection routines.
Improvements to internal string caching and search routines.
Improvements to socket memory storage and search per frame.
Improvements to socket caching and socket search per frame.
Several optimization fixes to NPC animation parameters.
Optimized calculations for character nodes and node matrix buffers during animations.
Optimizations for NPC tools and working FX.
Fixes to sowing hand animation.
Restored working seedling menus in one of the purchased greenhouse cabinets.
Proper transport cables between a vehicle crane and green shingle container (where appropriate).
Proper level of details for new vehicles.
Fixed gardening warnings when holding non-gardening tools like fishing rod.
Fixed false-positive blockade of bus stops (a rare occurrence).
Number of changes to main render pipeline regarding texture and mesh render optimizations, buffer operations and texture swaps.
Huge decrease of small dynamic allocations per object create/delete, texture associations and visibility selection.
Unified several shader families in skinmesh renderer resulting in fewer skinmesh draw calls.
Fixed several smaller bugs in skinmesh renderer.
Fixed several bugs in NPC animation wait states and refresh routines.
Removed overhead search calls in idle animation settings for invisible NPCS.
Fixed planting vegetables in the middle of farm greenhouse.
Fixed blinking of greenhouse vegetables. No more D&D spells for them.
Cat doing his job properly (could have let some mice in before).
Fixed upper lights for CA type tractor.
Proper capacity for RAUCH TWS 7000 (8560l).
Removed exhaust smoke from old pickup. Instant green tech for the win!
Forbade a player jump when there are obstacles just over head (to avoid possible clipping).
Reformatted farm stats window to fit new vegetables etc.
Cat and dog ownership shown properly in farm statistics.
Increased vertex-cache hits.
Decreased video memory consumption.
Better (esp. For lower-end/min req. pcs) and more stable FPS.
Distant buildings cast shadows except for lowest shadow settings.
Fixes to trees shadow render (disappearing leaves for trees behind) for higher shadow settings.
Fixes to blinking transparencies.
A number of smaller bugfixes and code cleaning.
Update 0.998d - The Power&Flower upgrade
Ploughing the field on foot in Woodstock was yesterday. Today the flower farmer upgrades to a monstrously large tractor! Although some things never change, mice still frequent the granary? Now the flower farmer simply sends his smartest henchman, the cat. In addition with Power&Flower upgrade, you gain more silos, greenhouses and much more with this upgrade!
Farmer's Dynasty is streaming - June 11th 2019 - 4 pm CET
Hello everyone!
Today we got something totally different! Tech stuff and settings!