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Update 3

New Features and tons of fixes!

We've focused heavily on field treatment logic and planning visualization, making field management more intuitive, efficient, and powerful. From smarter equipment handling and auto-scheduling to clearer action timelines and sensor-based automation โ€” planning your season just got a whole lot better.
All experimental features are now officially part of the core experience. ๐Ÿ‘จโ€๐ŸŒพ

Hereโ€™s everything new and improved in 0.13.1: ๐Ÿ‘‡

[h2]Update Notes for Version 0.13.1:[/h2]

[h3]Field Treatment[/h3]
* Field treatment actions now also have the equipment selection UI and improved automatic equipment and start date selection.


[h3]Planning & Planting[/h3]
* Implemented the field treatment actions spray, irrigate and fertilize as optional planting actions. If they are enabled the actions get executed before the planting begins.


* Plantings now have the repeat yearly option that adds the same planting at the same date next year once the current one is finished.ย 
* Edit planned plantings button (the planting changes to preview).ย 


* Re-scaled planting to fit all field actions without scrolling


* Re-scaled crop selection to fit the size of the easy planting


* Implemented repeat yearly tooltip that explains that planting is only repeated if it sucessfully harvests
* Changed worker assignment to auto assign the needed amount of workers so the field actions don't exceed the max time
* To avoid bugs and twice the maintanance work we disabled the crop rotation screen steps, now it only shows the final detailed overview.


* Field actions and their respective equipments are shown in the timeline



[h3]Field Overview[/h3]
* The field overview screen now shows the field type, focuses on the field if the field name is clicked and allows to create a planting at a date by selecting the date in the timeline.
* Added plus button to field overview timelines and add a button behind the crop name to make it visible that it's clickable



[h3]Field Sensors[/h3]
* Field sensors that automatically trigger field treatment actions (fertilize, irrigate, spray) if necessary
* Implemented the field outline while placing the sensors, the dots indicating the sensor state as well as the sensor state description in the button's tooltip.




[h3]Map Size[/h3]
* Player can choose between map size options
* Implemented warning message. It's shown if the map has over 1000 fields.



[h3]Adjust Unit Types[/h3]
* The game now has a measurement unit type option which allows the player to choose between metric or imperial units.



[h3]Sound Update[/h3]
* Location selection globe ambiance music
* Animal sounds
* Animal buy/sell sounds
* Farm building construction sound
* Farm building sell sound
* Field/ pasture conversion sounds
* Map/ farm view switch sounds
* Harvest complete sound

[h3]Globe Country Names[/h3]
* Implemented globe country names.



[h3]Bugfixes[/h3]
* Fixed field ui not updating after harvest
* Fixed the field treatment action buttons being interactable without having the necessary equipment.
* Implemented pause while confirming the field treatment actions, since not pausing it could cause the action to be confirmed in the past.
* Fixed field splitting breaking the visualization of the crop of the new fields. (Crops filled the bounding box of the field instead of just the field)
* Changed insuficient temperature to temperature mismatch warning to avoid consfusion
* Changed field selection ui preview planting crop damage info to show the damage for whole planting
* Fixed expected crop revenue cutoff at 1980x1200 resolution
* Fixed occupied warehouses being sellable
* Fixed animals staying on field after converting pasture to field
* Fixed marketplace rounding sell price up, allowing the player to receive 1 euro for resources that cost less than a euro
* Fixed a field not convertible to pasture because of too much sand warning in the buy confirmation popup
* Fixed oversized map editor field property text
* Fixed custom map load confirmation screen showing wrong field count
* Fixed missing prepare seedbed action loca
* Fixed crop staying after converting the field to a pasture
* Fixed detailed planting overview warehouse type not localized
* Fixed field texture resetting to default before preparing seedbed after a harvest
* Fixed field selection ui planting info and crop soil match locas
* Fixed animals staying on old pastures after distributing them to newly bought pastures
* Fixed grass disappearing on field to pasture and pasture to field conversion
* Fixed animals producing more than the storage capacity
* Fixed field selection ui tooltip of empty fields showing planting infos of other fields
* Fixed region selection coordinates info text disappearing after entering coordinates
* Fixed map editor fields text always showing unkown
* Fixed hud location text always showing coordinates instead of the city even if a city was selected
* Fixed feature request screen done column hidden in certain resolutions
* Fixed game preset screen tutorial toggle getting out of the preset box in certain resolutions
* Fixed field selection ui showing harvesting field action during field treatment actions
* Fixed custom map screen workshop list not reseting selected item
* Fixed country and region not updating if selecting coordinates in region selection screen
* Fixed wrong detailed planting overview screen crop and field value comparison colors


WARNING: Your old save games may encounter issues with this version due to the significant changes. Since the game is still in early access, we cannot guarantee that save games will continue to work. We will set up a Steam beta branch where you can access the previous version.

Experimental Update 0.13.1

Progress is slow, but we managed to add quite a few new features in this update. And most importantly also fixed a lot - and when I say a lot I mean A LOT - of bugs.

To play this version, you need to switch the Steam beta branch to EXPERIMENTAL

Please let us know if you encounter some major bugs before we release the version onto the main branch. We plan to do this very soon as this version offers so many fixes!

[h2]0.13.1 Patch Notes[/h2]
[h3]Field Sensors[/h3]
* Field sensors that automatically trigger field treatment actions (fertilize, irrigate, spray) if necessary
* Implemented the field outline while placing the sensors, the dots indicating the sensor state as well as the sensor state description in the button's tooltip.




[h3]Field Action Visualisation[/h3]
* Field actions and their respective equipments are shown in the timeline




[h3]Map Size[/h3]
* Player can choose between map size options
* Implemented warning message. It's shown if the map has over 1000 fields.



[h3]Adjust Unit Types[/h3]
* The game now has a measurement unit type option which allows the player to choose between metric or imperial units.



[h3]Sound Update[/h3]
* Location selection globe ambiance music
* Animal sounds
* Animal buy/sell sounds
* Farm building construction sound
* Farm building sell sound
* Field/ pasture conversion sounds
* Map/ farm view switch sounds
* Harvest complete sound

[h3]Globe Country Names[/h3]
* Implemented globe country names.



[h3]Bugfixes[/h3]
* Changed insuficient temperature to temperature mismatch warning to avoid consfusion
* Changed field selection ui preview planting crop damage info to show the damage for whole planting
* Fixed expected crop revenue cutoff at 1980x1200 resolution
* Fixed occupied warehouses being sellable
* Fixed animals staying on field after converting pasture to field
* Fixed marketplace rounding sell price up, allowing the player to receive 1 euro for resources that cost less than a euro
* Fixed a field not convertible to pasture because of too much sand warning in the buy confirmation popup
* Fixed oversized map editor field property text
* Fixed custom map load confirmation screen showing wrong field count
* Fixed missing prepare seedbed action loca
* Fixed crop staying after converting the field to a pasture
* Fixed detailed planting overview warehouse type not localized
* Fixed field texture resetting to default before preparing seedbed after a harvest
* Fixed field selection ui planting info and crop soil match locas
* Fixed animals staying on old pastures after distributing them to newly bought pastures
* Fixed grass disappearing on field to pasture and pasture to field conversion
* Fixed animals producing more than the storage capacity
* Fixed field selection ui tooltip of empty fields showing planting infos of other fields
* Fixed region selection coordinates info text disappearing after entering coordinates
* Fixed map editor fields text always showing unkown
* Fixed hud location text always showing coordinates instead of the city even if a city was selected
* Fixed feature request screen done column hidden in certain resolutions
* Fixed game preset screen tutorial toggle getting out of the preset box in certain resolutions
* Fixed field selection ui showing harvesting field action during field treatment actions
* Fixed custom map screen workshop list not reseting selected item
* Fixed country and region not updating if selecting coordinates in region selection screen
* Fixed wrong detailed planting overview screen crop and field value comparison colors

Experimental Update 0.12.2

Spring time has brought you some new features ๐ŸŒฑ

To play this version, you need to switch the Steam beta branch to
EXPERIMENTAL

Please let us know if you encounter some major bugs before we release the version onto the main branch. We appreciate your input a lot!


[h2]0.12.2 Patch Notes[/h2]
[h3]Field Treatment[/h3]
๐ŸŒธ Field treatment actions now also have the equipment selection UI and improved automatic equipment and start date selection.



[h3]Planning & Planting[/h3]
๐ŸŒธ Implemented the field treatment actions spray, irrigate and fertilize as optional planting actions. If they are enabled the actions get executed before the planting begins.


๐ŸŒธ Plantings now have the repeat yearly option that adds the same planting at the same date next year once the current one is finished.ย 
๐ŸŒธ Edit planned plantings button (the planting changes to preview).ย 


๐ŸŒธ Re-scaled planting to fit all field actions without scrolling


๐ŸŒธ Re-scaled crop selection to fit the size of the easy planting


๐ŸŒธ Implemented repeat yearly tooltip that explains that planting is only repeated if it sucessfully harvests
๐ŸŒธ Changed worker assignment to auto assign the needed amount of workers so the field actions don't exceed the max time
๐ŸŒธ To avoid bugs and twice the maintanance work we disabled the crop rotation screen steps, now it only shows the final detailed overview.



[h3]Field Overview[/h3]
๐ŸŒธ The field overview screen now shows the field type, focuses on the field if the field name is clicked and allows to create a planting at a date by selecting the date in the timeline.
๐ŸŒธ Added plus button to field overview timelines and add a button behind the crop name to make it visible that it's clickable



[h3]Bugfixes[/h3]
๐ŸŒธ Fixed field ui not updating after harvest
๐ŸŒธ Fixed the field treatment action buttons being interactable without having the necessary equipment.
๐ŸŒธ Implemented pause while confirming the field treatment actions, since not pausing it could cause the action to be confirmed in the past.
๐ŸŒธ Fixed field splitting breaking the visualization of the crop of the new fields. (Crops filled the bounding box of the field instead of just the field)

Hotfix 0.11.2

We have a small new hotfix to finish off the year.
Here are the changes:

Changelog 0.11.2:
  • Map object dont overlap anymore. If you have challenges placing the building on the map, feel free to use the field split & delete tools to create some space for your new buildings.
  • Talking of adjusting fields: Flickering issues with the snapping have been solved
  • And most importantly the notifications have been cleaned up: Less notification spam ๐ŸŽ‰


With this update we say goodbye until the next year.
Hope you have some cozy days inbetween with some comfort gaming to bring you savely to the next year. Have a nice one! ๐ŸŽ‰

Update 2

This update is designed to add content and progression to the game. Earned money can now be invested to place buildings on the map that boost your fields, increasing your profits and providing strategic options for progressing through the contract tiers.


[h2]Update Notes for Version 0.11.1:[/h2]

New construction menu for the map view: Place new buildings near fields to boost their productivity.

New Buildings:
  • Wind Pump - Grants a small yield boost by improving field water access.
  • Water Tower - Reduces irrigation costs for connected fields.
  • Herbicide Storage - Lowers anti-weed spraying costs for connected fields.
  • Machinery Shed - Reduces machine operation costs for connected fields.
  • Compost Facility - Enhances soil quality and provides a larger yield boost to nearby fields.
  • Packing House - An expensive building that packs vegetables and fruits, automatically selling them for a higher price.
  • ...and many more to discover!


While placing new buildings, the effect radius is shown, and the distance to the field center determines the strength of the effect.


Added new crops:
  • Peas and soy, which are legumes that return nitrogen to the soil, enabling better crop rotation strategies.
  • Sugar beet, a crop with a long growth duration, high yields, and a corresponding sugar plant to boost profits.
    Introduced the sugar beet harvester and pea harvester for efficiently harvesting the new crops.


Overhauled the UI to display field levels and summarize the effects applied to a field by the new map buildings.

Effects applied to a field now appear on its portrait.


- Rebalanced the game to accommodate the new map buildings and effects. Introduced price reductions and boosts. Reworked contract structures to better introduce players to various machinery. Starting at Tier 3, machinery is required to achieve yields high enough to complete contracts.
- Weather updates now group rain periods and make slight adjustments to how high temperatures and sunshine levels fluctuate yearly, creating more variation between years.
- Field editing tools now include splitting and advanced editing options.

Added snapping functionality to field creation.


- Weed pressure is now displayed in the info box. Repeatedly planting the same crop type in the same field increases weed growth as a penalty.
- Operation costs for plantings are displayed more clearly in the info box.
- Plantings will fail if they lose all health. A popup will notify you when the harvest is lost.

WARNING: Your old save games may encounter issues with this version due to the significant changes. Since the game is still in early access, we cannot guarantee that save games will continue to work. We will set up a Steam beta branch where you can access the previous version.