Here's an update inbetween. We hope you like it. :)
Bufixes - Fixed rare error of possible freeze of multithread stalls (resulting in a hang or a crash).
- Proper sounds of lawnmower when driving and mowing.
- Fixed rotation of Lemming plow.
- Improvements to vehicle stability.
- Fixed tricky bug of selecting a tool or a scaffold when exiting a vehicle.
- NPC faces, hair models and textures should not change across saves.
- Scholar achievement unlocks when kid turns 7.
- Fixed bug of selling hay bales for no money.
- Fixed bug of hay piles displayed with different translucencies, appearing and disappearing.
- Vehicle mirrors properly reflect vehicle colors.
- Terrain and objects in the mirror are actually properly lit.
- Fixed bug of incorrectly restoring harvester colors from save.
- Fixed bug where it was possible to see a carried tool in the air when milking a cow.
- Removed ability to fill fertilizer with seeds in home magazine.
- Fixed flickering decals on Fliegl Bull.
- Fixed clipping issues in grain spills with Fliegl Bull.
- Fixed bug of respawning motorsense after leaving (or selling) it somewhere and reloading game.
- Fixed issue with character waypoints in quests.
- Fixed issue that home magazine could fill manure sprayers with seeds.
Balancing - Chicken price increased to 25.
- Fertilizer buyable up to 5000 kg at once.
- Rebalanced torque params when pulling two trailers.
Additonal - Size of .bld save file reduced from over 300 MB to about 3,6 MB.
- Increased radius of test zones for detecting a vehicle (low or flat vehicles are easier to enter or sell).
- Introduced Auto-Baling: When baling hay with bale trailer attached, created bale gets automatically put on the trailer.
- If attached many bale trailers after the baler, they are gradually being filled up with bales.
- If trailer attached, but no bale trailer (or full), bale gets dropped directly on the ground.
- Introduced ability to sell building materials. These need to be put on the ramp (exactly the same as where they appear when bought) and approached by player.
- Number of chickens increased to 20, with proper world nests and places for eggs.
- Master engineer achievement needs 25 fixed buildings instead of a 100.
- Inventory fits 36 items (out of total 31).
- Field areas are calculated more correctly.
- Player fields are marked green on the map.
- Fields with temporarily allowed work (quests) are marked orange on the map.
- Up to 1020 hay piles are displayed at a time, sorted per camera distance.
- When repainting harvester with header attached, header receives harvester color on the fly.
- Harvester lift properly inherits harvester color.
- Slimmer physics for harvester. Should be easier to fit into home fuel station.
- Performance optimizations for mowing with a driveable mower.
- Game periodically looks for headers upside-down and fixes their rotation if found.
- Manure can also be bought in the agricultural store.
- Introduced new fertilizer: Fert-ex - expensive, but acts as normal fertilizer and manure combined.
- Added outdoor lights on player's farm.
- Introduced new quest type: Delivering produced goods (tomotoes and pumpkin soup).
Best,
your Toplitz & UMEO team
0.989, 2018 10 30 (Yard Dog Update)
Hi guys,
November Update is now live. One step further to 1.0. Here's the changelog:
Bugfixes - Removed reset building button.
- Fixed seating (camera) position in Lindner 94.
- fixed bug of Fliegl trailer hitching a bale underneath.
- Helpers turn on lights at night.
- Fixed wrong engine sound for Jack Bear C.
- Fixed various level errors.
- Menu cursor position remembered between menu on/offs. Especially visible for cooking menu.
- Field work becomes forbidden (for plowing and cultivating quests) after receiving the reward, not just after finishing the job. This applies to new quests, not to quests loaded from older saves.
- Fixed issue where bitumen could not be applied.
Balancing - Higher salary for transport and repair missions.
- crops sales varied a bit about every week.
- Max buyable amount of seeds raised to 5000.
- Vehicle sale price decreased to 50% of original value. This prevents players to buy vehicles for 50% value (using social points) and sell these for 90%.
Additonal - New vehicle: Fliegl Bull 371
- Added stray dog that may be domesticated by a player. The dog is somewhere in the world.
- Player has to give the dog food 4 times (possible only once a day), and the dog will be "his" - living in his yard, waiting for him, running after him in a reasonable distance.
- Dog's "likeness" level also visible in the ES.
- Player TAB menu accepts double clicks in the inventory as choices, both to eat and to select tools (chainsaw, fishing rod etc) from the inventory.
- Double clicks in double inventory menus (sales, pantry) work too.
- Added cows on meadows (Cows disabled for low-end systems (Intel SoCs)).
- Trailer hitching aread increased twice for trailers further than first.
- Higher resolution picture at a busstop.
- Field sizes for plowing and cultivating quests are displayed in the map (by the quest marker).
- Added bus stop at Marry Waters.
- Area names and area boundaries are shown on the map with proper scaling and positioninig.
- Added new item: Grilled Sausage. Can be eaten by player, but dogs like it too.
Best,
your Toplitz & UMEO team
0.987, 2018 10 29 (Lawn Tractor Update)
Hi guys, October Update is now live. We hope you like the additional machines and the visual improvements of the engine. Without further redo, the changelog:
Bugfixes - Fixed Amazone 4000 KG field functionality.
- Fixed bad terrain reflections to ambient and environmental cubemaps.
Visuals - Adjustments to tree shadow render by the LOD boundary.
- Tree LODs also cast shadows.
- Improved normal probing params for water shader.
- Improved ambient and reflections contrasts.
- Improved sky intensity, hue and haze.
- Improved light balances during morning and evening.
- Improved environment reflections intensity and tonal hue.
- Sharper and less overflowing blooms (also smaller overbrights in the sky).
- Improved tonemapping, HDR pipeline and overall screen levels.
Additional - New vehicle: Driveable Lawn Tractor.
- New vehicle: Cultivator Boxer GF XL.
Best,
your Toplitz & UMEO team
0.986, 2018 09 27 (Maintenance Update)
Hi guys, we're proud to say that the September Update is now live. Without further redo, the changelog:
Bugfixes - Fixed crashing while loading game with workers on field.
- Fixed hay bale hanging below Fliegl trailer.
- Removed menu option to check save integrity. Bug that it was checking (and fixing) should be non-existing for months already.
- Fixed home tiles rebuild appearance - now they appear during work like rest of materials, not rapidly.
- Fixed map prompt for Xbox Gamepad - proper icon instead of a mysterious "#5".
- Restored ability do use Up Arrow for defining keyboard in controls menu.
- Added customisable RUN for keyboard controls menu (can be switched to right shift for instance).
- Better balanced pauses in introduction, so Oliver's voice doesn't overlap.
- Save time reformatted to X Mon Year; hr:min:sec.
- Fixed smaller localization issues.
- Fixed road pole by the new store (standing on the road).
Balancing - Old combine leaves less straw (depending on header width and header efficiency).
- Less shiny cultivated field texture.
- Introduced speed limit for working baler: 24 km/h.
- Different building materials have different prices in the store.
- Bale sale price reduced to 50 Euro.
- Increased price for hiring workers.
- Increased field prices.
- Worker prices rounded to full numbers.
Additional - New texture for bus stops.
- Additional vehicle: Amazone KG 4000
- Restored a fixed and improved ability to attach many trailers (if it is possible for a specific trailer).
- Camera cycle key (default 'C' for keyboard) moves along the tractor and all connected trailers now.
- For more than 1 trailers connected, detached will be the trailer that camera is focussed on.
- If camera is focussed on tractor, 1st trailer will be unhitched.
- Added rear hitches for trailers (except for Krampes).
- Proper saving/loading many hitched trailers.
Best,
your Toplitz & UMEO team
0.985, 2018 09 04 (Hotfix)
Hi guys,
A small hotfix has been launched:
Engine
- Fixed "black fields" issue that occured on certain systems.
All the best,
your Toplitz & UMEO Team
0.984, 2018 08 31 (Tech & Voice Update)
My dearest Farmers!
The long waiting time is ending... We're happy to roll out an update again. :)
The way to the 1.0 is not very long anymore. Here's the changelog for today's patch:
Localization - New voiceovers for English and German languages.
- Improvements for game texts and dialogs (EFIGS).
- Filling missing strings in certain languages.
Engine - Extensive improvements to internal data structures and memory storage, including terrain, foliage, field data, all meshes, paths and AI points.
- New (much more accessible and optimized) data format for skinmeshes and animations.
- New and optimized data structures for most of the game resources.
- Improvements to memory management resulting in faster allocation and smaller memory fragmentation.
- Much lower game loading time.
- Improved sky and sun colors (more bluish tint, more natural tail, decreased purplish color noise).
- Faraway grass for higher grass distance settings.
Additional - Restored jingles for various events.
- Improved baby cradle position.
- fixed roof over seed storage (no more gaps).
- Various smaller world fixes (floating boat, trees, bushes, terrain positions and paintings, floating foliages).
- Various textures fixes and improvements.
- Modern combine retextured (improved).
- Additional vehicle store in the world.
- Additional vehicle: Fertilizer Amazone ZA-M 1501.
- Additional vehicle: Trailer Boxer HT40 Kipwagen.
All the best,
your Toplitz & UMEO team
Roadmap Update, 2018 08 17
Hi guys,
We have to apologize that we haven't been very talkative in the past time and also that updates were stalling. In the latest past we've put all our efforts into manhandling our engine onto new systems - which has turned out as a heavier workload then predicted. With having Farmer's Dynasty at 0.98 we felt we're very close to the official launch - and we still are.
Anyhow we feel you guys have deserved more content and regular updates again as you were supporting us through the best of times and through the worst of times.
Long story short, please find the updated Roadmap here:
https://steamcommunity.com/app/678900/discussions/0/2549465882932039182/
All the best,
your Toplitz & UMEO Team
0.98, 2018 04 29
Hi guys,
here comes the newest update with massive changes to internal code regarding physics, game AI, menu controls and new driving AI. Here is the changelog:
DRIVING AI / HELPER SYSTEM:
- number of internal physics tweaks and improvements for terrain self-driving vehicle AI.
- added traffic
- traffic prefers main asphalt roads.
- different traffic vehicles (not farming machines)
- many different colors for vehicles
- different drivers for different vehicles, with proper driving animations
- traffic can drive both ways
- traffic drivers properly detect and avoid collisions between each other
- traffic drivers detect player collisions with larger margin, though there may be possibility where collision will occur (with far end of large plow, for instance). This leads for no bad effects nor penalties however.
- If player leaves a lot of vehicles on the road, he may block the traffic temporarily. However this should unload after a while (though not when the player is very close). They will quietly teleport out further to the road to avoid large jams.
- Traffic vehicles properly use lights at night.
- added AI hired workers
- IMPORTANT: player has to have at least 50,000 social points to hire workers. SP is not decreased when hiring workers at all, but a threshold is needed to not spoil initial gameplay.
- There has to be at least 6 second gap between hiring another workers (map pad menu does not count).
- player can hire the AI worker for player fields anytime if he can afford it.
- worker hiring price is temporary, needs to be played for a while to balance out (it's probably too low now)
- workers are hired from map pad by selecting and clicking his field to work on. If the field is not already worked on, proper worker hire menu will appear.
- all new worker terrain drive AI, not dependent on roads. They try to properly move through terrain, selecting speeds, turns and wheel work to adjust to terrain. They avoid driving on fields as well.
- if worker AI cannot move through difficult terrain for some reason (stuck), it will skip ahead a few meters to move forward.
- worker AI currently does not detect collision with other vehicles (it will soon, though). However if blocked, it will skip forward anyway.
- hired worker has to drive to the field before he starts working using his terrain AI, he does not teleport to the field directly.
- map shows if the field is being worked on by worker (and work has been assigned).
- it is not possible to hire 2 different workers for the same field.
- workers are seen on a map as (differently colored) vehicles.
- workers can be canceled by clicking them on the map. No money refunds.
- workers use proper header for maize.
- proper field work updates from worker machines including 3d ground changes (but for that player has to be close - optimisation).
- proper engine sounds for worker vehicles
- worker vehicles get dirty properly while working
- workers properly saved and loaded from save, both when driving to a field and when working a field.
VISUAL:
- for two higher grass display settings, grass distance increased.
- for highest grass display settings, trees&bushes LoD distance increased.
- a bit better and bigger front lights FX for player vehicles
- increased disappear range of vehicle wheels
- increased range of vehicle colors visible
ADDITIONAL:
- new loading backgrounds
- background changes properly synchronized with hint changes (1:2)
- fixed fish dropping off the hook randomly sometimes, even when player was holding them with a correct pull.
- vehicle currently driven by player was marked gray on a map - fixed
- old player combine with narrow header drops less hay in one run than the new combine with wider harvester.
- material sources (crates) were multiplying after loading a saved game - fixed.
- restored proper functionality of greenhouse watering control.
- removed random map zoom changes when turning on map pad. Zoom is properly remembered between map usage.
0.73, 2018 04 13 (Maintenance Update - Part 2)
Hi guys,
for the Maintenance Update we promised some fine tuning to the fishing as well. Also we did some magic and implemented selling of vehicles as the demand from the commuity was pretty strong. So, without further redo, the changelog:
Family Life - Wife probability to get pregnant during June, July and August increased from 1:70 to 1:40. You still have to sleep in your bed for her to get pregnant.
- Adjustments to kids going outside params
Vehicles - Ability to sell any vehicle. If you own a vehicle you want to sell, drive to a vehicle store, exit the vehicle and look at it. In addition to entering the vehicle, option to sell the vehicle appears.
- Vehicles are sold for 90% of their original price. This allows for easier rebuying the vehicle, even making this a temporary loan option (sell the vehicle, do what you want, rebuy the vehicle at as little as 10% loss).
Fishing - Moving fishing rod to the sides pulls the bobber towards the end of the rod, so that the player can somehow control it.
- More natural pull from a caught fish, it actually steers away from player, moving also to the sides.
- All different pulling the line during fishing. Holding LMB pulls the line, releasing LMB stops pulling.
- If a fish is caught, it cannot be totally loose, but it also cannot be pulled constantly or it will break free (too much force). Player has to pull, then loose, then pull again.
- Fish pulling strength is displayed during pulling, so that player can see when it gets loose (indicator to the left) or when he pulls too strong (indicator to the right).
- Probability of catching fish outside of visible fish field increased by 20%
Additional - Internal changes to vehicle physics as preparation for AI driving.
Best,
Your Toplitz & UMEO Team
0.72, 2018 04 10 (Maintenance Update)
Hi guys! Finally the Maintenace Update is ready! Here is the changelog:
Family Life
Wife has increased probability to get pregnant starting July
Better calculation of birth time, though it is still not firm day-to-day
Children get born properly, also in proper order
Fixed wrong sleeping rotations of kids (not infants)
Proper (different) models for infants, small kids and grown up kids, both boys and girls
Properly selected animations for all kids models, both boys and girls
Proper animation interpolation times depending on model internal life span
Proper speeds of kids sleeping anims
Proper walking and running animations for kids, both boy and girl
"Father" and "Scholar" achievments working properly
Wife properly plays animation while sleeping (breathing slowly)
Properly adjusted velocity of kids' walk and run
Removed misplaced work FXs from kids
Fixed a lot of small misplacements and movement bugs for kids
Building Materials
Materials are limited to 100 units in one package
Material units used = numbers of clicks neccessary to repair an element times two, so the bigger the element, the more units it requires
After the whole material package (source stash) is used, it disappears and new has to be bought
NOTE: Of course many materials of the same kind can be bought at the same time. The only exception are materials placed firmly in the world by designers (like first steel sheets near player greenhouse) - these don't disappear.
Materials are being "taken" from the source package they have been selected from.
Material amounts for given sources save and load properly
Current material amounts are displayed in the TAB menu, and on the actual material source (heap)
Particular source that player is taking materials for a current work is also saved and loaded properly
Properly saved and restored current rebuilding material
Price for a building source element in the store increased to 200€
Additional
Fixed bad door rotations for 3 barns in the world
Removed several wrong lights
Fixed bug of male animations assigned for woman plant pulling
Fixed temporary freeze for woman plant pulling
Smaller world fixes (terrain, floating trees, etc.)
Further improvements for sky and world ambient reflections and speculars (hue and intensity, also on lower settings)
Fixed bug of sleeping people rotating heads to and from player
Blocked talking to a sleeping infant and kid
Mowers (vehicle attachments to mow grass in fields) also mow grass growing around (in yards, etc.)
Grass regrowing time mowed forward - small green grass reappears after 30 days, while it is fully grown back after 60 days