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Farm Together 2 News

Early Access Update #12 - Diamonds for everyone!

Hi!

In today's update, we're addressing one of the most requested things lately, which is the supply (and demand) of Diamonds around the farm.

We've also found and fixed a (probably)frequent bug related with joining a game via network invites. Thank you to everyone that sent log files of the problematic sessions, as that helped us determine what happened and fix it.

We wanted to add new town shops today as well, but we spent more time than expected fixing the aforemented bug. They will be added in the next update.

Improvements:
  • Increased amount of quick travel points that can be built to 40.
  • Town upgrade window won't show stats for level 101, as they can't be upgraded to that level.
  • Improved looks of T junctions and corners for the Brick road variations.


Gameplay changes:
  • Slightly increased harvest money bonus from item level.We still think the logarithmic approach is more adequate, but maybe we went too far with the specific values.
  • Reduced price of new plots by approximately 30%. The difference in price will be reimbursed for plots unlocked before this update.
  • Leveling up town shops will now increase the amount of diamonds gained per transaction. Approximately one more diamond every 10 levels.
  • Reduced increase of townspeople tasks required resources. It wasn't THAT bad, but it could make the deals not as interesting in some cases.
  • Increased amount of coins requested/offered in townspeople deals based on level. The amount of money was trivial at mid-high farm levels. We haven't gone too far with this and it's probably still trivial, we'll probably do a second change in the future.


Bugfixes:
  • (Probably)Fixed water level issues with non-sprinkler flowers.
  • Fixed water sound when using auto tractor to feed animals.
  • Changed save method to a more robust behavior, that shouldn't break file contents if the computer crashes while performing a save.
  • Fixed accepting an invite causing "Lobby not found" errors later on.


Today's Farm Showcase: "A lonely red barn" by Jocasta Nyx

Early Access Update #11 - Townspeople quests changes, and other fixes

Hi! Today's update brings a few changes to townspeople's quests among other things. Now the amount of money/resources they ask for will increased based on the current farm level, as well as the resource rewards they give (the money rewards were already being increased).

This should help keep the tasks remain an interesting source of resources and a non-trivial (in some cases) challenge to fulfill them.

We also wanted to comment on the (expected) feedback from the last update, regarding the overall reduction in income, especially from flowers. While Farm Together 2 isn't meant to be a competitive by any means, balancing is still something important to have in mind.

If an item or set of items has a clear advantage over the others, it will steer people's behavior towards it, and that's not something we want to happen. We don't want to force the opposite either (although the quest and town shop system encourages item variety), but at least make it so farms with a bit of everything isn't "penalized" too much by comparison.

In regards to the item experience bonus multiplier, the switch to a logarithmic behavior means that focusing on a single item to boost its income beyond reasonable values is no longer as good a strategy as before. However, as a result of that, it's true that the overall income for most mid- and high-level farms has been reduced, which is why we're releasing a change today that reduces the amount of money required to upgrade town shops.

Improvements:
  • Improved looks of the farm name in the entry cutscene.


Bugfixes:
  • Fixed animal fields not updating their food amount properly (caused visual issues with feeders)
  • Fixed invalid quest requirements for items with unlock level over 100. If you got one of these, please discard them if you haven't already.


Gameplay changes:
  • Decreased coin requirements of shop upgrades.
  • Townspeople tasks now scale their requirements and rewards based on farm level.
  • Decreased XP granted by harvesting Fish ponds. Also, pond size multiplier now applies to XP as well as money. Despite being the items with lowest effort-per-tile, they granted just too much XP compared to other items.


Today's Farm showcase: "Dreamin about a fully unlocked farm map" by Farmer Doomz

Update #10 - Balancing, new trees, and lots of fixes!

Hi!

Today's update brings a number of changes to item experience, price and yield. The main goal is to make the main item categories similarly interesting in regards to money generation, as well as reduce the impact of the money bonus from item level, which was frankly just too powerful.

We've also made so items with long harvest times can be leveled up faster, so they are not overshadowed by items with shorter harvest times that easily.

We've also fixed most (yes, most!) of the remaining bugs reported so far, and we're also adding a few new trees to unlock.

Enjoy!

New content:
  • New trees: Clove tree, Cinnamon +1 variant, Quince


Improvements:
  • Improved looks of the area covered by a new plot when selecting it.
  • Added croatian language
  • Added a setting to disable watering crops and flowers while in Auto Mode.
  • The map is updated when the season changes.
  • The Inventory screen is updated every second.


Gameplay changes:
  • Decreased money bonus multiplier from item level. Instead of a linear increase, the bonus reward is more or less logarithmic, getting a smaller increase on high item levels.
  • Decreased flower harvest money
  • Decreased pond price and harvest money.
  • Slightly increased crop harvest money.
  • Slightly decreased tree purchase price.
  • Items with long harvest times will level up faster.
  • Increased maximum item level from 250 to 500.
  • Increased chicken food capacity. This means you can store more food. Rate at which food is consumed, and amount of resources per hour, stays the same.
  • Decreased food consumption rate for pigs and cows.Less resources per hour, and lasts a little longer.


Bugfixes:
  • Fixed UI icons changing between keyboard and gamepad when opening a menu in split screen.
  • Fixed using chat stopping auto tractor.
  • Fixed feeding animals showing water particles while using auto tractor.
  • Fixed desync issue between Mac and Windows due to floating point calculation differences.
  • Fixed Render scale other than 100% hiding icons in Mac.
  • Fixed animation issues while hopping fences with the tractor.
  • (Probably) Fixed NPCs falling below ground or floating in the air
  • Fixed desync issues caused by a different simulation state when connecting.
  • Fixed wrong error message upon disconnection.
  • (Probably) Fixed Playfab lobby not closed properly.
  • Fixed UI tags not processed on house construction UI.


Today's Farm Showcase: My little farm house

Roadmap

Hi!

We've prepared a roadmap showing an estimation of some of the features we want to add during the following months.

It's not set on stone, and depending on how things go and your ideas, it may change, but should be enough to get an idea of what's coming in the future:



Regarding the next update, we're working on a new one, with plenty of bugfixes and minor improvements, but it's not ready yet! Hopefully tomorrow.

Today's Farm showcase: Fish BBQ by Ingu

Early Access Update #9 - Bugfix update (yes, again!)

Hi! Today we're releasing a new update featuring a bunch of fixes. We should really start calling these days "Bugfixing Mondays"!

Regarding the Roadmap, we'll be showcasing it in a separate newspost!

Improvements:
  • The compass now shows icons while in the town.
  • When missing resources for multi-resource tasks (such as jobs or house upgrades), only the ones that are incomplete are highlighted.
  • Added a backup recovery button to the Settings->Support section.
  • When disconnected from a session, the internal reason is shown.


Bugfixes:
  • Fixed feeders disconnecting when moving animal tiles around them.
  • Changed navigation behavior on maps a bit, should avoid edge cases where some buttons couldn't be selected with a controller.
  • Fixed rye harvest using the wrong particles when harvested.
  • Fixed townspeople showing a level value (they don't have any).
  • Fixed emotes not being properly saved when changing them in the wardrobe.
  • Fixed UI errors when moving fences.


Today's Farm showcase: The Labyrinth by enovas (developer)