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Farm Together 2 News

Early Access Update #68 - Hake, mine changes & lots more!

In today's update we're adding a new fish, the Hake, and doing some changes (again) to how the mine works, attempting to dial down a bit on the unpredictability side, to help fulfilling specific quests, etc.



As usual, we've also added a bunch of QoL improvements and bugfixes based on user feedback.

New content:
  • New fish: Hake (3 variants)


Gameplay changes:
  • Prospection tables are added back to each room in the mine again. They can be used to choose a specific mineral that will show up more frequently on that section. This guarantees a minimum spawn rate for the chosen mineral, but it still depends on its rarity.
  • Minerals with highest rarity in the mine will show up a bit more often (~5% instead of ~2.5%). Adjusted income values and mining price in the process.


Improvements:
  • On-Screen inventory display now shows current item count (doesn't show max value to save clutter).
  • Favor earned by helping townspeople now counts towards achievement progress. Favor from daily rewards won't count towards the achievement.
  • When looking for favorites in the Find Farms section, people favorited that are not available will be shown as disabled buttons.
  • There's now a small time window where you can still fulfill townspeople tasks after they become unavailable. Townspeople Tasks are available for ~1 hour. It could happen that you opened the dialog right before the task became unavailable, and be unable to fulfill it. This fixes it.
  • Lobbies that have been inactive for over 5 minutes will not show up in Find Farms.When the game is shutdown in unconventional ways, "ghost" lobbies could remain visible for over 30 minutes, but be unjoinable, showing an error. Note that "active" means "the game is running and internet connection is available". AFK farms will still show up and be joinable as usual.
  • "Available" sorting now gives priority to items that may unlock others when leveled up. Also added information regarding that as a new line in the shop details.
  • The drone position is now used when opening the map in Terraforming mode. Also, you can now teleport with the drone while terraforming if you open the map.
  • Added some visual aids when terraforming to easily spot slopes. Depending on lighting conditions and camera angle, slopes could be hard to differentiate. This should help spotting them.
  • Added a setting that allows you to override the visual look of the mine to show the same mineral for all pillars in the room. This is only a visual setting, the mineral will still be randomly chosen as usual.


Bugfixes:
  • Fixed FPS counter showing default values in Settings->Video->Advanced
  • Fixed farm name character limit being 25 instead of 30.
  • Fixed being able to hear and see other players' actions when they're on the mine and you're inside a house.
  • Fixed potential invisible players inside buildings issue when having split screen and online players at the same time.


Today's Farm showcase: "BoS (Racing) Farm Team now public!" by Crymsum

Early Access Update #67 - Honk!

In today's update we're adding a horn to the tractor, so you can happily honk while farming!

We're also adding much requested decorative houses to the farm, and some QoL improvements and fixes!



New content:
  • Added unlockable Tractor Horns.
  • Added Decorative Farm Houses.
  • Added Floating Lamps
  • 2 New paintings: Alpaca and Cow
  • 2 New songs: CanCan and Arabesque


Improvements:
  • Added a setting for auto-camera rotation while moving.
  • Quest amounts for Winery are multiplied by 5 to avoid confusion with its output amount. Just a visual change. Actual required interactions remain the same.


Gameplay changes:
  • Increased town shop upgrade level cap from 140 to 150.
  • Town shops now have a bigger stock size, and will restock faster.
  • Increased warehouse storage size.


Bugfixes:
  • Fixed wrong item being shown on the recycle confirmation prompt when an addon is placed, the tile is empty, and tile priority is set to contents.
  • Fixed being able to use gestures while on a tractor in photo mode.


Today's Farm showcase: "Moonshine Ranch finally completely done, yay!" by Mooneye

Early Access Update #66 - Sunflowers, mine rework & more!

In today's update, we're adding a new flower type (the Sunflower), and the Fish canning machine production building.



Flower resources have been reorganized so they're now used as families instead of flower colors, which was becoming problematic and limited when adding new items.

We're also changing the way the mine works, to focus a bit more on unpredictability and remove the chance component when mining.

New content:
  • New flower: Sunflower (5 variants)
  • New production building: Fish Canning Machine
  • Added new street lamp variations.


Gameplay changes:
  • Changed the way the mine works:
    • Prospection tables are no longer required, minerals will respawn randomly after 8 seasons.
    • Minerals no longer require to be paid in advance, and don't have a success chance. Previously spent money will be reimbursed.
    • Amounts required for quests and town shops have been adjusted with this change in mind.
  • Reorganized flower resources so they're categorized by family instead of colors.


Bugfixes:
  • Fixed incorrect flagstone road variant icons.


Early Access Update #65 - New year's update

Today's update brings a bunch of fixes and improvements based on feedback obtained during the Winter holidays. We're also adding a few new songs and paintings, as well as a new tile path!



New Content:
  • 2 New paintings: Chicken and Duck paintings.
  • 2 New songs: Gymnopédies and Alouette
  • New path: Flagstone road


Improvements:
  • Added a setting to disable action pop-ups.
  • Added a specific custom permission to allow starting house jobs.
  • Multipliers used in Town shops are now saved between sessions.
  • Roads placed over Sidewalk ground no longer switch to pavement. They will be raised a bit and won't perfectly connect to paths placed on other floor types, which is the reason this wasn't allowed before, but it doesn't look that bad on most road types.
  • Changed achievement description to clearly tell that it's unlocked when you unlock all rewards from an event.
  • Changed the number shown in production building indicators so it shows amount of resources invested and pending harvest, instead of number of productions. This is just a visual change, no changes to the way it works.


Gameplay changes:
  • Reduced chances of uncommon resources (the ones from production buildings and minerals) being required to upgrade shops.


Bugfixes:
  • Fixed mining custom permission not working properly.
  • Fixed available actions showing move/recycle as valid choices while in Buy Mode over a crop.
  • Fixed seeing a directional arrow while recycling items.
  • Should have fixed the "Stuck in Mine" issue.
  • Fixed potential network desynchronization when the host travels to another Land.
  • Fixed texture issues in the Seashell big corner piece.
  • Fixed potential edge case where quest progress wouldn't show up if the game is running at very high framerates.
  • Fixed crops with no resources (the ones from the Xmas event) showing the wrong icon in the map.
  • Fixed being able to place event items when the event is not active by using a sign.
  • Fixed sleeping pose not sounding.
  • Changed exterior Xmas tree size from 1x1 to 2x2. Items already placed will be increased in size if there's enough space, or will be removed if there's not. This was initially intended to be 2x2, but a problem in our development pipeline caused it to become 1x1.


Today's Farm showcase: Szederkert by Szatti

Early Access Update #64 - Bugfix update

We're releasing a small update fixing a few issues related with the latest event. We're also adding the event flower as an unlockable reward, so you'll be able to keep placing it, and having it on standard quests, once the event is over.

Improvements:
  • Added Marbled Poinsettia as a reward for the event.
  • Updated information in the how to play section to explain the once-per-event errands.


Bugfixes:
  • Fixed bus stop not showing the seasonal event look in town.
  • Fixed once-per-event tasks resetting when complete (and giving the rewards every time they cycle)