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Early Access Update #18 - New flower variations, bugfixes and minor improvements

Hi! Today's update brings a few new flower variations (more importantly, new sources of Blue flowers!), and some changes based on user feedback of yesterday's update.

We're changed the way town shops work internally (they can now have independent capacities when they have different currencies for sale). With this, we can use the previous, easier to understand style of showing currency values instead of available trades.

We've also changed a bit how fuel works: Now the fuel depot capacity is also increased along with garage upgrades (but not its refill rate! A single fuel depot will take some time to refill in big level farms), and we've reduced the fuel recovery boost from garage upgrades (it got so huge in high level farms that it was basically infinite). These two changes should make the overall feeling of refuelling more consistent and logical.

New items:
  • Added 3 new flowers.


Gameplay changes:
  • (Not an actual gameplay change)Nights are now a bit shorter (more daylight).
  • Fuel depots now increase their capacity based on Garage level.Basically they can now always refill a fuel tank if they're at 100%, but it will take some time until they get their fuel back completely.
  • Reduced a bit fuel recovery boost from garage level.
  • Fixed one bamboo tree still giving wool.
  • Done some changes to how framerate is handled when out of focus. Maybe it helps with issues when tabbed out.
  • Reworked how shops manage their capacity. Now they have a separate capacity for each currency they sell (the Groceries shop was the only one with more than one currency). This way we can go back to using the previous UI style.


Bugfixes:
  • Fixed potential network desync related to house jobs.
  • Fixed being able to place roads over waterfalls.


Today's Farm showcase: Untitled by Maddy