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Farmer's Dynasty News

Screenshots wanted!



WANTED!

Hey there dear farmers of the world!

We received some Farmer's Dynasty screenshots from you folks out there, like this beautiful shot from Meanster401.

Guess what? We'd like more from you! Send us your best screenshots (click and shoot with F12 on Steam) and post them on our official Discord here:

https://discord.gg/ENwgPPW

PS: Release is on November 7th, 2019 just in case you didn't know yet, here on Steam and on consoles!

ver 0.998l, 2019 08 23

We just released a quickfix - please see the changelog...

ver 0.998l, 2019 08 23

* a bit more sunny during introduction
* drivers equipment and hat do not disappear during working menu (TAB)
* small improvement to fireplace blinking params
* optimization to object creation routines
* There was a subtle bug that might have read repair states of open doors or external (non-building) parts like swings or fences incorrectly and those got reset to initial state. This bug is now fixed - both old saves and new saves read these data properly. HOWEVER if someone loaded his data in the meantime (reset to original state) and saved his game, he saved these wrong (original) states and they will be read as such from now on - in this case he'll have to repair again. Sorry for that. Alternatively, you can load the most recent savegame that was not yet overwritten - all buildings should then be in the repair status you had before.

Dynastic showreel

Our showreel at the gamescom!

https://www.youtube.com/watch?v=DBu4xZK_PlM&feature=youtu.be

Update 0.998k - The GamesCom Update



We’re adding an update today centered on optimizations and tech fixes. This update should vanquish many issues, some of them longstanding. Please put this update to test!

Update 0.998k – Notes – The GamesCom Update


  • Building manager replaced with an all-new version. Old multithreaded mechanism packing buildings into meshes for display is replaced with multithreaded mechanism managing distant building parts into instanced render data.
  • Lowered memory consumption, dynamic allocations/deallocations, RAM-VRAM dynamic traffic and memory fragmentation that could lead to crashes on some PCs.
  • Data compression and memory pipeline optimizations.
  • Improved the reduction of memory consumption.
  • Various internal optimizations and robust memory cleaning.
  • Increased number of object shot angles for billboard representation for more detailed object blending.
  • Improved dithering for object and LOD transition.
  • Improvements to terrain render.
  • Improvements to billboard render.
  • Improvements to controller detection routines.
  • Improvements to internal string caching and search routines.
  • Improvements to socket memory storage and search per frame.
  • Improvements to socket caching and socket search per frame.
  • Several optimization fixes to NPC animation parameters.
  • Optimized calculations for character nodes and node matrix buffers during animations.
  • Optimizations for NPC tools and working FX.
  • Fixes to sowing hand animation.
  • Restored working seedling menus in one of the purchased greenhouse cabinets.
  • Proper transport cables between a vehicle crane and green shingle container (where appropriate).
  • Proper level of details for new vehicles.
  • Fixed gardening warnings when holding non-gardening tools like fishing rod.
  • Fixed false-positive blockade of bus stops (a rare occurrence).
  • Number of changes to main render pipeline regarding texture and mesh render optimizations, buffer operations and texture swaps.
  • Huge decrease of small dynamic allocations per object create/delete, texture associations and visibility selection.
  • Unified several shader families in skinmesh renderer resulting in fewer skinmesh draw calls.
  • Fixed several smaller bugs in skinmesh renderer.
  • Fixed several bugs in NPC animation wait states and refresh routines.
  • Removed overhead search calls in idle animation settings for invisible NPCS.
  • Fixed planting vegetables in the middle of farm greenhouse.
  • Fixed blinking of greenhouse vegetables. No more D&D spells for them.
  • Cat doing his job properly (could have let some mice in before).
  • Fixed upper lights for CA type tractor.
  • Proper capacity for RAUCH TWS 7000 (8560l).
  • Removed exhaust smoke from old pickup. Instant green tech for the win!
  • Forbade a player jump when there are obstacles just over head (to avoid possible clipping).
  • Reformatted farm stats window to fit new vegetables etc.
  • Cat and dog ownership shown properly in farm statistics.
  • Increased vertex-cache hits.
  • Decreased video memory consumption.
  • Better (esp. For lower-end/min req. pcs) and more stable FPS.
  • Distant buildings cast shadows except for lowest shadow settings.
  • Fixes to trees shadow render (disappearing leaves for trees behind) for higher shadow settings.
  • Fixes to blinking transparencies.
  • A number of smaller bugfixes and code cleaning.


Update 0.998d - The PowerFlower upgrade



Ploughing the field on foot in Woodstock was yesterday. Today the flower farmer upgrades to a monstrously large tractor! Although some things never change, mice still frequent the granary? Now the flower farmer simply sends his smartest henchman, the cat. In addition with Power&Flower upgrade, you gain more silos, greenhouses and much more with this upgrade!