Professional Farmer: Cattle and Crops - [Masterbrain Bytes] Rolli
Today's performance update includes a completely new method of rendering the plants. This allows much higher visibility of the vegetation. In addition, the French translation has been reworked completely.



The visibility is now allowed up to 300 meters when using “Ultra” and up to 500 meters when using the Photo mode. Basically, the problem with the previous CPU bottleneck has been fixed. In the options, the “Vegetation fading start distance” setting has been removed as it’s no longer needed.

Because the new default values for the graphics settings are higher than before, every user should check or set them again.


Changelog 1.3.5.5

NEW
  • New vegetation rendering

BUG FIX
  • Missing button assignment and display with Xbox controller fixed
  • Tutorial “Baling straw” can be finished again
  • Maize feed animation when forage harvesting now shows single plants again instead of four at once
  • Maize is harvestable again below BBCH 80, but a very low yield
  • Fixed game freeze when fast forwarding for long periods of time while a lot of swath exists on the fields

CHANGE
  • French translation has been reworked completely
  • Distance colors for all fruit types revised
  • More shader markers placed at the farm for better performance
  • Vegetation texts in graphic settings revised and simplified

NOTES
  • The soil tutorials, introduced with the previous update, are only available in German and English at the moment. Sorry for the inconvenience
Mar 22, 2021
Professional Farmer: Cattle and Crops - [Masterbrain Bytes] Rolli


With today's update, we are introducing a new soil system. Roughly summarized, fields now have different soil types that have different effects and must be worked with the appropriate machines (disc harrow, plow, subsoil loosener, power harrow, etc.) for optimal yield. This new function can also be deactivated in the options if required, and the same now applies to fertilization (NPK). To make it easier to get started, we have also created new tutorials concerning the soil.

Soil elements and soil types:
There are up to 31 different soil types, each consisting of different proportions of sand, silt and clay. For each field, you can view the current soil type, the definition of all soil types and their composition in the field menu using the soil texture triangle, which is also used in reality, below the map. By hovering over other soil types, their properties can be previewed.



Soil condition:
There are now a total of four soil attributes that affect the plant: crumbliness, crumb density, upper density and lower density. The different implements have different effects on the soil. For example, the power harrow tends to increase crumbliness, while the subsoil loosener primarily loosens the lower soil. The plow, on the other hand, mixes the upper layers and loosens them up at the same time - but also increases the subsoil density due to the plow pan. Depending on the condition of the field and the soil type, different tillage implements must now be used.



General influences on the soil:
In addition to active tillage, there are two other influencing factors. Firstly, the weather: higher temperatures, for example, cause the soil to dry out. A lot of rain, on the other hand, can make the soil silt up. These effects have a long-term impact over the season. Secondly, vehicle weight has a direct influence on density - pressure is exerted on the soil at the tires based on the wheel load, which in turn increases density.

All this leads to the fact that at the end of the season, or the beginning of the next season, tillage is elementary. The crops also have different demands on the soil depending on the BBCH stage. It can therefore make sense to adapt the tillage to the demands of the crop.

Plant growth and yield:
As part of these soil enhancements, the plant growth system has been changed. The growth period is now regulated by temperature and sun hours instead of fertilization. The plants have a minimum growth temperature of 5 °C (41 °F), anything below will result in delayed growth. The warmer it is the faster the plant grows (growing degree days).
Both the sowing date and the associated growth time, as well as soil cultivation and fertilization have a significant influence on the yield of the crops. Thus, in order to achieve the highest yield, optimal growing conditions must be created for the plant.



Calendar revised:
In order to be able to find the optimal time, the calendar has been extended by some information: the temperature and, if there is precipitation, the amount of rain are now displayed for each hour. A bug has also been fixed that caused incorrect weather conditions to be displayed. Lastly, the weather forecast has been limited to a maximum of two weeks. All days further in the future now won’t display any weather information.



Fertilization:
As mentioned previously, the area of influence of fertilization shifts from growth time to crop yield. Depending on the condition and yield expectation of the plants, the nutrient consumption of the plant may change. Under optimal conditions it will consume the same amount of fertilizer as it has used previously. Apart from this, fertilization works as before.

Revised field menu:
The field menu now allows you to view the potential yield of a field based on the current conditions, as well as a theoretical crop type (under “Fruit reference”).
The statistics break down the exact condition of the soil, the fruit and the resulting effect on the yield. This allows you to closely monitor your fields and adjust tillage or fertilization to any problems.



Tire tracks:
Different tires now also have different tracks on the field that match the profile. For modders: The tracks can be configured in WheelJoint, if the wheel generates tracks. Further exact settings information will be provided later.



PTOs:
Thanks to our hose connection system from the last update, we were able to build a mesh connection system that allows PTO connections between vehicles relatively easily. All devices that require a PTO shaft have been equipped accordingly. These, like the hoses, are automatically attached when attaching an implement. The system is built very open and can be used for various connections between mod vehicles.



Connectors Collection (Modding):
The Hose Connectors Collection (found at "Base.zip → shared\hoses\connectors\_connectors.wld") contains all possible new connectors for hydraulics, as well as two power connectors and a slurry funnel. The connectors are each an instance to which the hose path only has to be connected. "End connector" points to the instance, "End position connector" points to the instance as well, but must be called "Position".



At the same time, there is also a PTO set with the PTO system, which includes three different connection heads, four lengths and two colors. To be found under "Base.zip → shared\pto\_ptos.wld".

Detailed info on how to use both collections/systems will be provided later.

New machines, Joskin slurry tanker and slurry cultivator:
A new vehicle combination in the form of the slurry tanker Joskin Cobra 13000ES together with three slurry cultivators (Terraflex XXL 6375/17SHK/2, Terrasoc 3600/9 SH and 5200/13 SH) offers you the possibility to inject the slurry directly and is thus the complementary alternative to the previous drag hose system.





Changelog 1.3.0.6

NEW
  • Soil and plant system with soil types, soil conditions, yield factors and different field cultivation
  • Crop size and density depending on the condition of the plant
  • Weather and field crossings effect on the soil, depending on soil type and field condition
  • Individually deactivatable yield factors (fertilization, soil, growth time)
  • Three new soil tutorials
  • Detailed yield balance and soil texture triangle in the field menu
  • Different tire tracks, varying according to tread type/tire width
  • Joskin Cobra 13000ES slurry tanker
  • Joskin Terrasoc 3600/9 SH
  • Joskin Terrasoc 5200/13 SH
  • Joskin Terraflex XXL 6375/17SHK/2
  • Hose Connectors/PTO Collection
  • PTO shafts in all vehicles
  • New default hose keys for ropes between implement and vehicle: "ropw" and "ropc" for windows and cab (see Claas Disco and Arion 530)
  • Ground command "setGround", with "setGround -p" for info
  • Map display: map background graphic is displayed completely when heatmaps are enabled (gray background and fields removed)
  • Hydraulic hoses added to Lemken Juwel plows
  • Crop scaling adjusted based on nutrient availability and soil condition
  • New genetic and soil yield potentials for all fruits and soils

BUG FIX
  • Radio in vehicle and menu now always run synchronously and no longer overwrite each other
  • Rendering errors on minimap fixed
  • When creating store images, a world with transparent background is now loaded again
  • Manual position/rotation of the steering console on tractors is now saved and loaded
  • Rauch Axis is now parallel to the ground when in the raised state
  • Hose direction between Stapel VT18000 and drag hose booms reversed, hoses move more naturally as a result
  • Lower links no longer bounce when approaching an attachment
  • Fixed wrong zoom ranges of minimap in field menu at resolutions above 1080p
  • Added missing hose animation during unloading (liquid slurry, liquid fertilizer, etc.)
  • Missing translation in store display of Hammer grain seed unit fixed
  • Hammer CornKing fertilizes after loading a savegame with an active AI task
  • Lemken Korund work coverage on field 16 fixed
  • Lemken Labrador is no longer completely lowered during AI driving on the street
  • Numerous spelling fixes in tutorials
  • Added hose connections to the rear of the TransferKing
  • Bressel und Lade W22 6m no longer tips over
  • Bressel und Lade W15 is oriented correctly again when attached to the three-point
  • AI drivers no longer complete their work task if they reach the field before the combine/forage harvester
  • Claas Tucano 3D preview camera orientation fixed
  • Hammer corn seeding unit no longer gets stuck in the gate of the machine hall
  • Mowing pattern of the Claas Disco 2750 improved
  • Field Guidance System now keeps vehicle in the center track more accurately
  • Scenario 5: Crash during final camera flight fixed

CHANGES
  • The field menu heatmaps for efficiency and fruit growth have been changed to brightness scales (dark blue = lowest value, light blue = highest value)
  • Plant growth: growth times of all fruits adjusted to the year’s weather conditions
  • Lemken Zirkon, Korund track loosener equipped with function
  • Lemken Juwel work area increased to the inside, in order to cover the tractor’s tire track more
  • Field menu: If soil attributes have no effect on the current growth stage, they are grayed out
  • Some tutorials and campaigns adapted to the new ground changes
Feb 12, 2021
Professional Farmer: Cattle and Crops - [Masterbrain Bytes] Rolli


As you have already noticed, our bugfix update has been delayed a bit. We've added a few new features to the game that didn't make it into last year's Christmas update. We have now added hose connections to just about all vehicles and implements that automatically connect when attached. There is a distinction between hydraulics (plus and minus), electrics and other circuits. Instructions for modders will be made available in the next few days.

Additionally, the three-point and four-point hitch upper links are now put into a transport position when not in use. Furthermore, the Logitech SDK has been integrated, so you have the possibility to adjust the spring strength of your steering wheel.

The vehicle preview in the store menu has received a garage hall instead of a simple black background, in which the vehicle can be viewed. There were also many other small changes and bug fixes that further improve the game experience.

Among other things, we've also used the time since New Year's to look at attaching equipment to three- and four-point hydraulics. We’ve made significant improvements in the alignment logic: the upper link is now always adjusted, if possible, so that the attachment is straight at its working height. This results in implements being able to stand and work more cleanly on the field.

As always, the changelog will give you all details.


Changelog 1.2.0.5

NEW
  • Radio cab controls in all tractors, including showing the stream title in the display
  • Steering wheel stiffness adjustment: Logitech SDK integration (German)
  • Hoses, hoses, hoses: Hydraulic and electrical connections between vehicles (currently not implemented in Lemken Juwel and Hammer corn seeder for technical reasons)
  • Shop preview: garage model instead of solid color background
  • Three- and four-point hitch upperlinks are now stored in a transport position when not in use
  • [MODDING] There is a new script method "Cancel Event" to cancel Activate, Deactivate, Change and Relative Change
  • [MODDING] You can specify a marker that indicates the camera position instead of calculating it using the bounding box when generating a shop preview image
  • Hour meter and odometer installed in the cockpit of the vehicles

BUG FIX
  • Fixed a save game bug that prevented you from completing the first scenario
  • The vehicle debug window is no longer displayed after loading a save game
  • AI employees no longer circle backwards around waypoints when working in the field
  • Animal transport task calculates transported quantity correctly
  • Road connection from the contractor's liquid fertilizer tank back to the road added
  • Harvesting tasks where you as the player drive the tractor can now be completed correctly
  • AI tasks with mower no longer mow the field twice
  • Vehicle camera no longer shakes at certain angles
  • Fixed crash when reloading a machine while attaching it
  • Helper AI ignores fill level of shovel attached to front loader
  • Wheel dirt is saved correctly
  • Vehicle combinations no longer fly through the air after task start
  • Assignment problems with attachments in helper tasks fixed
  • Radial menu now reacts to clicks independently of the framerate
  • Claas Jaguar with trailer can now be emptied in the silo
  • Unfinished square bales in the Claas Quadrant baler now also have stalks at the sides after loading a save game
  • Path display and autopilot problems with very sharp turns/path changes fixed
  • MB Trac tires no longer protrude into the bodywork
  • Helpers no longer block the entrance to field 22
  • Köckerling Rebell Classic: Disc rotation speed reduced
  • Köckerling Rebell Classic 410, 520: Packer rollers run straight again
  • If the AI is already standing on the field it is supposed to harvest, it now drives correctly to the field entrance

CHANGE
  • Hungarian language support improved
  • When machine/employee rental period ends during an active task, a popup with corresponding warning appears
  • When chopping, AI helpers can now also be sent away
  • Optimized evasive maneuvers of helpers, oncoming helpers should now no longer evade in the same direction
  • The foldable silage blades by Bressel und Lade are now put into transport mode by the autopilot
  • [PERFORMANCE] Animals further away from the camera, such as bulls in the barn, no longer get physics updates
  • SurfaceTypes outside the field now have noise, meaning they are no longer perfectly flat when driving
  • Radial Menu: visualization of the “rear” rings decreased in size
  • Hydraulic lifting height of all MB Tracs increased
  • Wheel suspension on Hammer CornKing increased, resulting in less tire deformation
  • Alignment of equipment to three- and four-point hydraulics improved: Implements are - if possible - oriented so they are straight when lowered to their respective work height
  • After field cultivation is completed, the AI drives to a parking position at the field and does not stop in the field entrance. This means that different helpers no longer obstruct each other in a field
Professional Farmer: Cattle and Crops - [Masterbrain Bytes] Rolli



We hope you had a good start into the new year. Our team has used the holidays to recover and recharge our batteries.

Today we’re giving you a little preview of what we are planning for the next few weeks. First off, there is going to be an update that we will release at the beginning of February. This will mainly fix bugs that were introduced or included in the last update, as well as some older AI bugs and improvements. The test department will receive the first patch this week.

A game update is planned for early March, In which we will further expand the soil parameters so that tractors and implements will have a greater impact on your fields. This will affect compaction as well as plant growth, meaning it will make a difference if you work your fields with a cultivator, or plow. In addition, the package includes a new implement tool.

In parallel, we are working on further performance improvements such as vegetation clustering.

Over the course of this year there will be a new map, which we have already begun working on. It will be located in southern Germany and will be much more mountainous than the current map "Albergtal". Furthermore, we plan to integrate more crops like canola, oats and sunflowers into the game.
Dec 17, 2020
Professional Farmer: Cattle and Crops - [Masterbrain Bytes] Rolli


Is it Christmas already? Well, almost. Christmas isn't until next week, but we’re not going to wait that long.

In addition to a smaller Claas Vario 560, the large Claas Vario 1230 has also found its way into the game, along with a matching large cutterbar trailer. In addition, we have brought two larger Joskin Wagos (TR10 and TR12) into the game, so that you can transport more bales at once. With new silage pushing plades from Bressel und Lade, you can now also distribute silage in bunker silos.

We’re releasing a completely new set of tires for all vehicles. Apart from their new looks, they can now deform and react to load. At the same time, they have received completely new dirt textures. Furthermore, with this update we introduce maintenance and wear for machines. This means: you now have to take care of your machines and should no longer drive like crazy - otherwise it will be expensive.

So let’s go into detail.


Steam Cloud Support
This update introduces Steam Cloud support. For this purpose, there now is a "ProfilesCloud" folder in the "Cattle and Crops" home directory. If you enable cloud support in your profiles, they will be moved from "Profiles/" to "ProfilesCloud/" and automatically synced by Steam.

This means that after exiting CNC, the savegames and game settings are uploaded to the cloud and downloaded before starting the game. This also allows you to switch computers and continue playing with the cloud savegames.

Don't forget to enable Steam Cloud Support in the Steam client if it is turned off. In the game itself, Steam Cloud Support can be enabled and disabled individually for each profile.


Performance
This update includes the first part of a performance optimization package.
Updating the machine nodes, a calculation step that happens every frame, is done on multiple CPU cores now. If many machines (incl. traffic vehicles) are active, this noticeably improves the performance.

Replaced the rendering back end
As part of the programming for console support, the entire renderer back end with its implementations for OpenGL, PS4 and Xbox One has been updated. This also includes some minor optimizations for OpenGL.

Updates of the graphics card driver but also our shaders can cause delayed recompilation, which can cause potential lags when starting the map. We will address this issue in the future by shipping a shader cache with precompiled shaders. This will be part of a DX11 or Vulkan update.

Controls
Improvements have been made to the control of UserActions. All analog operation forms have been adjusted in their speed to each other. This means that mouse/controller/keyboard operations now all result in the same speed. In addition, the operation of UserActions by mouse in the radial menu now sends Change instead of RelativeChange events, which means, for example, that it is no longer possible to fold and unfold the Tucano unloading chute in an instant.

Wear and maintenance
With this update we introduce machine wear and their maintenance.

The condition value ("condition") decreases over the lifetime; the lower the carevalue ("care"), the faster the condition decreases. The care value deteriorates per operating hour and also in relation to the distance driven. When machines are parked under a roof, the condition value reduces more slowly. The operating hours are counted in real time, not ingame time.

The "condition" worsens, among other things, if you do not drive properly and constantly bump into things like trees, road signs or other objects. A low condition value reduces the engine power.

The two states can be fixed in the farm workshop (right half of the residential building) — a.k.a. "Maintenance" and "Repair". Here, costs and time are calculated based on the condition values. While maintenance/repair is being done, the game is fast-forwarded by the corresponding time required. This also means that any urgent matters should be completed or taken care of beforehand. We’re planning on making this feature AI ready in a future update, so employee and machines are unavailable but the game won’t be fast-forwarded during the repair period.

Tires
The vehicles and tools have received a completely new set of tires with this update. Not only the appearance, but also the behavior is more realistic than before. Tires are now dented depending on the load, have a sideways bulge and can be coated with mud.

The amount of deformation varies depending on the vehicle and the tire: a big Hawe SLW tire takes on significantly more suspension than a thin Dammann Land Cruiser crop protection tire, for example. In most cases, the suspension travel is now split about 50/50 between the tires and the actual suspension. In the case of tractor tires mounted on rigid axles, on the other hand, the entire suspension travel goes to the tire.

The second part - the dirt - has been redesigned for the tires (and only the tires for now): there are now three layers - dust, dirt and mud. If the surface is not too wet, the dust builds up first, and then the dirt. On the other hand, if it is wet, there is no dust, and the dirt increases directly. Depending on the surface (plowed vs. cultivated vs. grass vs. road vs. dirt road vs. tarred road, etc.), dirt and dust build up and go down at different rates. If you drive through water, all three layers go down quickly. Mud gets to be seen when tires spin in the field (e.g., when stuck); normal driving reduces the mud again. In addition, the dust and dirt colors also differ depending on the surface - you can see this especially on the road and on grass with the dust.

Along with the tires there are now finally) tire labels and logos, initially for the tractors. Other vehicles, including attachments, trailers, etc., will be supplied with them later.

Pushing silage
With the new silage push blades from Bressel und Lade (W15, W22 5m and 6m), silage can now - surprise - be ... pushed ... in the bunker silos. If your silage heaps become once too tall you can use the blades to smooth and spread them. The blades can be lifted, lowered and rotated (radial menu or quick slots 3 and 4).

New vehicles
Two additional Claas Vario cutterbars, including a trailer, have finally found their way into the game. With 5.60 m and 12.30 m respectively, these offer good alternatives for the early and late game. In the course of this, there have also been small improvements to the Vario 930 (animated hydraulic hoses).

At the same time, there are two new bale transport trailers from Joskin, the Wago TR10 and TR12. These can transport 32 and 40 bales respectively.



We wish you a Merry Christmas and a Happy New Year. The Cattle and Crops team will go on winter vacation and will be back for you starting January 11, 2021. The support will remain available during this time.


Changelog 1.1.0.8

NEW
  • Steam Cloud Support
  • New tires for all vehicles
  • Maintenance and condition
  • Silo pushing
  • Claas Vario 560 grain cutterbar
  • Claas Vario 1230 grain cutterbar
  • Claas 521 cutterbar trailer (large)
  • Joskin Wago TR10 & TR12
  • Bressel und Lade Silage pushing blade W22 5m & 6m
  • Bressel und Lade Pushing blade W15
  • Call / Send Away Chaser UserActions in the Claas Tucano, Send Away in the Claas Jaguar. These can actively call registered drivers and send them to unload
  • AttachToNode Method: Target connector can also be located on used node
  • Multithreading optimization for many active machines
  • Hungarian language support

BUG FIX
  • Machine combinations no longer fly through the air after the start of a task
  • Wash window disappears again when a task is executed
  • Bales no longer fall off the Joskin Wago trailer after loading
  • Lacotec headland calculation corrected
  • AI controlled combine drives off the field again on field 22/37 and does not get stuck later on
  • Harvesting task: Harvester recognizes swath in front of the cutterbar as a plant and thus no longer pauses the helper
  • Path calculation at field 38 is no longer far outside the field
  • Scenario 3 "Let it grow": Shovel no longer hangs in the air after fast-forwarding
  • Bunker silos are no longer able to get stuck in the covered state
  • Helpers are no longer limited in their working speed and can therefore catch up better - Helpers no longer remain at the edge of the field in the "WaitForHarvester" status
  • Tractors no longer rest on the rims on wet fields and thus get stuck
  • Scenario 5: fixed missing translation in mission 3 step 7
  • Spelling error in scenarios fixed
  • Scenario 2: The bale attachment option is now correctly activated automatically
  • When harvesting swath, nutrients are now correctly set in the FillType
  • Deutz 7250: Turn signals and hazard lights always work now
  • Claas Liner 500 now uses real WheelJoints and no longer slides back and forth so easily on the field
  • Image Bloom reduced during store image creation
  • Lacotec now also works with regular field tracks after headland
  • Deutz 7250: Tail Light intensity adjusted
  • Joskin Wago: "Auto collect" function was incorrectly displayed active in radial menu
  • Bressel und Lade silage roller support foot moves correctly again
  • Console performance drastically optimized
  • Icons added to task overview (status, employee, quantity, fill type)
  • Wrong waypoint for tractors driven by player when harvesting with Claas Axion and Lacotec fixed
  • Implements are only turned off when turning off the motor if they were already turned on (fixes Rauch Axis particle animation on motor off)
  • Rauch Axis: spread rate sometimes above 400 kg/ha fixed
  • Hammer CornKing: Particles during cultivating fixed
  • Hammer CornKing: Spread rate can be changed again via radial menu
  • Copied task no longer uses wrong devices
  • "Start from the beginning" in task fixed
  • If the fermentation is not yet complete, it will take at least 1 more day for the next simulation step

CHANGE
  • Optimizations in mowing tasks (track directions)
  • Relative Change Input value range adjusted: All input options have been adjusted in their speed to each other. Analog Actions via mouse/controller/keyboard are now equally fast. Analog operation of actions in the radial menu with the mouse now sends Change instead of RelativeChange events.
  • New gameplay option "Neutral gear when gear is disengaged": it will automatically switch to neutral when gear is disengaged. Specifically useful for shifters without dedicated neutral gear.
  • Vehicle centers of gravity now vary depending on the physics level. On Arcade the center of gravity is as before, on Medium it is further up, and on Realistic it is where it actually would be according to the physics calculation.
  • Vehicles in tasks turn on all-wheel drive on the field, off again on the road
  • Leaf springs are synchronized directly with the tire suspension using skinned meshes with bones instead of vertex color offset, which adds performance, requires fewer materials and scripts, and is generally easier to implement
  • Swath is again recognized as fruit by AI helpers

NOTE
  • Maintenance window: when using imperial units, a time (... am/pm) is displayed instead of the duration
  • On Wago TR10 and TR12 bales may slide a little more than on the D15
Professional Farmer: Cattle and Crops - [Masterbrain Bytes] Rolli
We’re releasing a small hotfix update today that mainly fixes three crashes, as well as fixing a few errors.

Changelog

BUG FIX
  • Game crash fixed when the AI collided with two implements that are attached to each other, but not to a vehicle
  • Game crash fixed when a rental period of a deactivated mod ends
  • Game crash fixed when deleting task templates
  • Claas Tucano now folds in the pipe when going into transport mode
  • Claas Jaguar: position of the non-suspension camera fixed
  • Claas FL 100: inverted geometries fixed

CHANGE
  • Over-fertilization by the AI is now dependent on two options: general unlocking in the difficulty settings, and per-task option in the task creation.
  • Left, middle and right mouse buttons can now be used when binding controls
Nov 13, 2020
Professional Farmer: Cattle and Crops - [Masterbrain Bytes] Rolli


In addition to numerous bug fixes, this update introduces a handful of new features to the game, which will especially improve your gaming experience inside the vehicle.

As you know, you or your employees can get stuck in very wet fields. Especially during harvesting when full loader wagons are moved. To make it more authentic, all tractors and harvesters have received differential lock options, which, in case your wheels start spinning, can be activated in the radial menu. Please note that with this change all-wheel drive is deactivated by default.

A new suspension system provides more dynamics and a significantly improved driving experience in the tractor and on the field. The seat and cab suspension ensure soft balancing and some trailing. In addition, the different soil types also provide different suspension characteristics. The option of whether the cab camera also moves with the suspension can be turned on and off in the gameplay settings.



In addition, a manual H-shift is now available, for which each gear can be bound in the controls assignments.

Furthermore, an option has been added that enables head tracking only in the vehicle. The financial statistics were extended by more time periods and the Polish translation was completely improved and repaired. Another statistic has been added to the field menu with the surface wetness , at the same time the ground condition and grain colors in the map visualization have been improved.

As always, a complete list of all changes can be found in the changelog.


Changelog

NEW
  • Differential locks added
  • Surface wetness is displayed in the field menu
  • Seat suspension in vehicles: Vehicle seats react dynamically to the ground. By default, the indoor camera moves with the suspension. This can be deactivated in the options menu under "Move camera with seat suspension".
  • Ground influence on driving behavior: the acre now has more influence on the vehicle suspension by being slightly more uneven. Different types of fields (plowed, cultivated, sown, ...) have different intensities.
  • Manual H gear shift and clutch in vehicles, with pedal animation
  • Head tracking options: "Head tracking only in vehicles" and "Prevent camera movement by other devices”
  • Financial statistics: more time frames added
  • Polish translation completely overhauled

BUG FIX
  • Crash fixed when selling an implement that is located directly behind a tractor
  • AI now drives to the harbor silos again in harvesting tasks
  • The Lacotec is now getting ready for work and transport in tasks again
  • Dropdown menus no longer leave any remaining parts when the corresponding window is closed while the dropdown was open
  • AI fieldwork tasks now select the ridge marker and rotates the plow correctly after loading a savegame
  • The Hammer Seed Units and the Lemken Saphir can now work stubble fields with a helper (direct drill seeding capability added)
  • When crops are destroyed, the average BBCH value of the field is no longer reduced
  • Field menu: bar colors of fruit and field type now correspond to those displayed in the minimap (differences in brightness will be fixed later)
  • Scenario 4: Deutz no longer rolls onto the field and blocks the Tucano
  • AI doesn’t choose driving targets behind him as starting points
  • When starting a fertilizer application, the full required amount of fertilizer plus 10% tolerance is purchased instead of only 1,000 liters
  • AI no longer fertilizes more than it should when it passes over areas twice
  • Corrected missing texts in finance menu
  • Workers no longer block the entrance to field 22
  • Travel speeds of the AI depending on the employee level corrected
  • Fixed spelling error with spring wheat description in field menu
  • Fixed spelling mistake in calendar key
  • If a combine is completely emptied during the unloading process, the worker will be sent away correctly
  • AI field work tasks have better savegame compatibility. Workers don't return to the starting point of the field anymore.Several workers on the same field are saved correctly now.
  • AI worker starts plowing again
  • Corrected several spelling and text errors in tutorials
  • After loading the save game, the combine places swaths again. Note: it might look like the combine will not stop depositing. The amount of swath that has accumulated in it is (incorrectly) very large and needs to be unloaded. This is part of this fix and cannot be avoided. The unloading will stop eventually.
  • Scenario 3: Feeding can be completed even if more than one bale was added to the MixKing
  • Empty tanks are no longer displayed with 1 liter capacity

CHANGE
  • You can no longer lend employees during the HUD tutorial when you’re required to hire them
  • Spawn location at the contractor is now further away from the shelter
  • AI drivers automatically open and close the trailer’s top hatch on the field, e.g. with the Hawe SLW
  • In the vehicle shop menu, the selected purchase location is retained when the vehicle is purchased. Additionally, the selection is remembered when opening a new vehicle (as long as the menu is open - when it’s closed the selection is reverted to the default value)
  • In the vehicle store menu, the model selection within a series is retained when the vehicle is purchased
  • Improved rent/lending notifications (end times added, warning category)
  • Rauch Axis cruise control level reduced to 12 km/h (7.5 mph)
Oct 30, 2020
Professional Farmer: Cattle and Crops - [Masterbrain Bytes] Rolli



This update brings – besides many smaller fixes and improvements – a further reworking of the sales prices and revenues.

First, after your feedback, a fourth sales difficulty level was added: realistic. In this level all sales prices and proceeds have, well, completely realistic values.

In addition, the bale prices have been significantly reduced and have been given their own difficulty multipliers (easy: 3 / medium: 2.25 / difficult: 1.5 / real: 1). Field grass and field grass silage bales (hay not included) are now worth almost nothing.

The biogas plant has received an extended revision and now uses much more realistic data as a basis for the revenue calculation. On the one hand, the ensiled fruit types now produce more real (i.e. lower) biogas quantities, on the other hand, the prices for methane gas have been adjusted. The generated energy has been split into electrical and thermal energy, with different prices. One kWhel results in a base price of €0.143, one kWhth results in a base price of €0.03 (the prices are slightly higher during winter and slightly lower during summer). The BGP control display has been adjusted accordingly.
In addition, the BGA has received its own price multiplier: (easy: 5 / medium: 3.5 / hard: 2 / realistic: 1).
Note: there is now a fermentation period of 20 days, which means the money generated from the silage loaded into the bunker — resp. the generated methane gas — is only paid out after this period.

Together with the BGP and grain price changes, it’s no longer lucrative to buy grain and unload it directly at the BGP.

A few calculation examples:
The BGA silos have a capacity of approx. 5,800 m³. This corresponds to approx. 33.7 ha of maize chaff. If you fill the silos completely over a season, you get approx. (minus personnel and machine costs):
Real: 55.200 €
Hard: 110.400 €
Medium: 193.200 €
Easy: 276.000 €
The same area planted with barley results in (threshed, i.e. with significantly less work and time required) approx.:
Real: 18.000 €
Hard: 54.100 €
Medium: 99.300 €
Easy: 144.400 €

As always, all changes can be found in the changelog.

Changelog

NEW
  • Additional sales price mode "Realistic", which offers completely realistic values
  • Vehicles can now be cleaned at the contractor
  • Claas Jaguar and Tucano have received unload chute/rear view cameras that can be activated in the cockpit displays.

BUG FIX
  • Analog devices in missions now show icons for both axis directions if only one axis direction is bound
  • When grass grows back after a complete drying cycle and is then cut again, it is no longer immediately dry
  • In the scenarios the memory consumption has been reduced when fast forwarding, this should also fix crashes and freezes of the game in those situations
  • Display on Hammer MixKing repaired (digit size and position increased)
  • Finance menu: better support for long dealer, tank and FillType names
  • FillTypes that can’t be sold at the harbor are no longer displayed in the finance menu
  • Animals no longer spawn outside the boxes
  • Tutorial "Field Guidance System II": Spelling fixes
  • Vehicle recovery window: spelling fixes
  • Claas Jaguar: when all-wheel drive is deactivated, the front axle is now correctly powered instead of the rear axle
  • Biogas plant silos can be uncovered correctly again
  • Missing textures of the Deutz tow pin hitch added
  • Hammer TransferKing: reflection of the tires adjusted
  • All tractors and harvesters (except Deutz 7250) received new animations for indicator/gear/direction levers. The protective rubbers no longer rotate to the wrong direction.
  • Crash during fast forwarding with rented equipment or loaned employees fixed

CHANGE
  • Bale sales prices reduced, custom difficulty multipliers added
  • Biogas plant revenues strongly revised:
  • Methane gas: revenue divided into electrical and thermal energy, with an amount of €0,143 resp. €0,03 per kWh
  • Biogas yield of all fruit types reduced to real values
  • Trader icons are now displayed in the finance menu
  • Trader icons have received a uniform design
  • Traders in the finance menu are now sorted alphabetically
  • The weight-based sales price multiplier of the animals is now smoothly interpolated between the weight groups, so that there are no more steps
  • Claas front loader FL 100 rotates the arms to transport position when autopilot / tasks are used. An attached shovel or bale fork is also rotated to the top
  • The fee for selling animals via the menu is now based on the distance from the animal to trader
  • Cleaning vehicles takes longer, progress indicator added
  • Price fluctuations added for swath and chopped fruits
  • Start money amount of scenario 3 increased
  • Fruit reference texts now show correct units when the game uses imperial units
  • Tutorial "Thresh grain": Start position of the Vario trailer optimized

NOTES
  • Tucano-/Jaguar-Camera-Displays can get a wrong on-off-status when the engine is turned off/on too quickly
Oct 23, 2020
Professional Farmer: Cattle and Crops - [Masterbrain Bytes] Rolli


The first week after the release is behind us. Thanks to all of you who’ve supported us and thanks to everyone who enjoys playing Cattle and Crops. We hope that you like what we have done and have collected your feedback. So today we're releasing a hotfix update that fixes some bugs and crashes as well as includes a few optimizations.

Regarding the selling prices: we have increased the selling prices of grain using the difficulty level price factors, and at the same time we have lowered the animal selling prices a bit (for values see the changelog). That way the profit gap has become much narrower and it is much more worth it to cultivate and harvest grain. In our calculations, the new values can be used very well.
In addition we have generally repaired all selling price calculations in connection with the selling price difficulty.

Another change is that bought grain, seeds or fertilizer can only be resold at a significant loss (90% deduction). This value is mixed with self-produced crops - a sale with e.g. 50% purchased and 50% harvested grain will result in a 45% deduction.
Similarly, young (low weight) animals have a very low resale value. This increases exponentially the more they weigh, so that only selling nearly or fully grown animals results in a profit.
These deductions are independent of the difficulty level.

As always, you can find the complete overview in the changelog.

Changelog:

BUG FIX
  • Textures are only set to Ultra for a new profile if 6 GB VRAM is detected. All in all Ultra can consume more than 4.5 GB VRAM in the Albergtal with many machines.
  • Steam: Achievements are displayed in the Steam language
  • Difficulty multiplier is calculated correctly when changing the difficulty level
  • Completion window when exiting a scenario is now displayed centered
  • If you tow a driver that is not controlled by the AI, the harvester will no longer ignore the driver
  • Fieldgrass: Age calculation fixed while fast forwarding
  • Field wetness in the tutorial "Forage maize chaser bin" reduced
  • Animals no longer get stuck on edges or curbsides
  • Harbor trader: driving through the unload area with incompatible FillTypes does not lead to a crash anymore
  • Claas Tucano: Front wheels no longer drag on the chassis when Vario is attached
  • [EDITOR] Fruits are displayed where they should be
  • [EDITOR] Calculate Vegetation Grid Positions no longer causes errors
  • EDITOR] You can paint grass outside the fields in the editor again
  • Grass no longer sticks out on the road in the Albergtal in as many places as the vehicle trader (there will be more changes)
  • It no longer doesn’t rain through the roof at the harbor trader load and unload area
  • Trees without leaves are also displayed in the distance without leaves
  • At the Physics level “Realistic”, the vehicles no longer slip when the handbrake is applied
  • Farm - Seed pallets - FillType does not jump over if a wrong vehicle had been selected before
  • Tutorial “Animal Feeding” can be completed if you fill the feeding troughs in any order
  • Animals no longer spawn outside of the barns
  • Drive-thru silos can now be filled with mixed cargo, e.g. field grass silage and field grass hay
  • Tutorial “Helper Transport”: Task can only be saved at the end of the tutorial
  • Rebuy setting in tasks are now loaded correctly from the save game
  • Minimap no longer crashes when no navigation path can be created
  • Scenarios 1 & 5: Stuck at "Drive to field" fixed
  • Scenario 2: The "Freeze Bales" option is now activated for bale loading during the scenario
  • Szenario 4: Crash Fix when loading a save game
  • Crash fixed when attaching the Lacotec LH II

CHANGE
  • Credits: Supporters grouped by badge
  • Notification message when a helper gets stuck in traffic
  • Photo mode added to graphics options, which allows to increase the settings to values outside of the recommended ranges
  • The beacon lights now have discreet light shafts again
  • Sale prices: difficulty price factor adjusted:
    Animals (easy): 1.6
    Animals (medium): 1.3
    Animals (hard): 1.0
    Fruits (easy): 8.0
    Fruits (medium): 5.5
    Fruits (hard): 3.0
  • Young animals (with lower weights) are now worth much less per kilogram than older/heavier ones
  • Finance menu: tank and trader overview cleaned up
Professional Farmer: Cattle and Crops - [Masterbrain Bytes] Rolli


Today we’re proud to announce that Professional Farmer: Cattle and Crops Version 1.0 has been released.

This is the seed for the new generation of agricultural simulation. But as befits a good farmer, the field will continue to be tended and cared for so that the game grows and develops well. Because we still have big plans for our "field" - this is just the beginning!

Here is the extensive changelog that will make your screen burst:

Changelog:

  • NEW Become a farmer:
    • Over 50 comprehensive tutorials explaining the entire game and procedures
    • Scenarios for an exciting start in agriculture
    • Numerous information on real agriculture by the Landwirtschaftsverlag Münster
  • NEW Career vs. Sandbox Mode: It can be decided per savegame whether it should run in sandbox or career mode.
    • The sandbox mode has no restrictions (for performance reasons there are still maximum level values for vehicles, animals and staff, but these correspond to the highest level value you could get).
    • In career mode, the maximum number of vehicles, animals and employees is limited as before based on the profile’s XP. In addition, vehicles - except for a small starting fleet - must be unlocked by completing scenarios. This is displayed on the corresponding vehicle page in the shop.
    • The restriction is defined in the vehicle - so it is also possible for modders to limit their vehicle in their career.
    • Once set, savegames retain their mode and cannot be changed by "Save as" or similar.
    • Old save games are handled as sandboxes.
  • NEW New profile and savegame menu
    • New design
    • Better clarity, more space for the savegames
    • Direct creation of an empty savegame (previously a new save game could only be created via "Save as")
    • The selection of savegames is now done by clicking directly on the slot (previously separate button)
    • The savegame active in the selected profile is marked with a tick
    • The savegame active in the whole game is yellow and marked with a tick
  • NEW New languages: Spanish, Italian, French, Polish and Russian
  • NEW TerrainGrid storage optimizations: Saving is now much faster and save games are much smaller
  • NEW Vegetation & trees now move according to real wind data
  • NEW Steam Achievements added. Will be synchronised with the game's own achievements. Only available for newly created profiles.
  • NEW Helper AI:
    • The AI ignores the collision with objects that have an optional collision (e.g. trees)
    • In harvest tasks with a combine, the drivers now wait at parking positions next to the field if they’re not full after emptying the combine
    • If several drivers are waiting next to the field, the one with the highest fill level starts first
    • When the driver is almost full when chopping, he warns the chopper with the horn and by switching on his rotating light
    • AI workers automatically refuel diesel
  • NEW Straw and hay bales can be fed using the MixKing
  • NEW Hay drying revised:
    • New parameters sunshine hours (incl. cloudiness), temperature and wind force have a direct influence on drying
    • Now the exact amount of rain is considered in the calculation
  • NEW Menus and interface:
    • Main menu revised
      • Areas updates
      • Areas have received tooltips
      • News display redesigned
      • New design for profile, settings, mod and credit menus
    • Employees and potential employees on the market have received portrait images
    • Main menu: Welcome tour when starting the game for the first time
    • Map selection menu redesigned and revised
    • Settings menu has a new design
    • Mod window in main menu revised
    • Menu soundtrack
    • In transport task mode, loading/unloading direction and FillType are automatically selected depending on what the loading point has set and what was set at the previous station
    • The UI is now always rendered in the native desktop resolution, if you select a smaller resolution it is only used for rendering the world (new standard in C4 7.0)
    • Fonts are rendered via Slug 5.0, making them sharp in all resolutions
    • New screen marker showing the direction and distance to the next mission target or autopilot target
    • Money, date and time in in-game menus
    • Exiting the map or game: dialog box with the option to save, not save or cancel. Both in the free game and in the scenarios
  • NEW Vehicles can be towed away using a tow bar
    • New machine: tow bar, which must be bought in the shop
    • Can be attached to any vehicle via the radial menu, or directly to the towing bracket
    • On other tractors it is attached to the front of the towing point
    • If the tow bar is attached, nothing can be attached to the front three-point hydraulic system at the same time - and vice versa
  • NEW Physics level "Realistic" now works with real values again, the old "realistic" level is now called "medium”

  • NEW Map
    • Contractor south of the sewage treatment plant
    • Roads and paths get wet when it rains
    • Fog is back again and has been reworked together with Atmospheric Scattering
    • Machine purchase: New spawn points (BGP, animal trader, ...) with individual delivery costs
    • Wild animals in the Albergtal added
      • Animals flee in case of collision with player or vehicles
      • Wild animals flee from the player
    • Many new environment objects added
    • New traffic vehicles
    • Seed pallets added on the farm to store surplus seed temporarily
    • Added two dedicated fertilizer stores at the unloading point on the farm
    • New mission "Welcome to the farm" added as an introduction to the farm
  • NEW Options
    • Warning popup when vegetation settings are too high
    • Setting to ignore maximum speed for field work. If enabled, machines keep working even when driving too fast
    • New option: Vehicle and player camera optionally collide with vehicles, bales, animals
  • NEW Vehicles:
    • New machine: Bressel und Lade Silageroller XL for compacting the silo
    • New machine: Transport trailer for Claas Direct Disc 520
    • All vehicles have cruise control indicators in the cockpit displays
    • Deep tracks (from getting stuck) can be compensated with cultivator and plow
    • Vehicles can sink in on wet fields. In addition, grip in damp conditions has been massively reduced. So you can dig in mud again
    • Vehicles take evasive action if road is too narrow
    • When an Implement is in attaching range, an append-icon is displayed. This can be (de)activated in the options.
    • Field entrances are "blocked" by drivers until they have passed them. This prevents traffic jams or collisions at field entrances
    • New standard road speed for helpers: 50 km/h. Can be overwritten in XML with [tt]<maxHelperSpeed transport="30" />[/tt]
    • Vehicles can now be recovered at different locations via the vehicle menu
    • Warning if vehicle will run out of fuel soon
    • Vehicle tires now also have a collision but only inside the rim
  • NEW Editor:
    • OBJ Exporter for the Editor
  • NEW Rendering, HDR, PBR
    • HDR ACES tone mapping
    • Integrated C4 7.0 Renderer
    • Revised PBR implementation
    • Standard cubemap replaced by an HDRI
  • BUG FIX Vehicles
    • Revised sounds of all vehicles
    • Motor noises no longer suddenly jump in volume when doors are open
    • Draft Force Fixes: Attachments that are pulled have new resistances. Seed drills etc. are now treated differently than deep cultivators or plows
    • Position of Capsules Shapes is now identical to the position of PhysX
    • Hammer SilageKing now also unloads while driving
    • Stapel VT18000 had not loaded the set application rate correctly
    • When loading a savegame, attachments and cutters are now attached correctly at the saved position
    • Implements should be correctly attached after loading from a savegame
    • Buckets hang more firmly on the front loader
    • Hammer TransferKing unloading on left side: Doors are opened the right way around, particle system is visible again
    • Wrongly assigned QuickSlot item in Claas Axion removed
    • When unloading the Hammer MixKing with the U key it could happen that the unload animation was not finished
    • When attaching the Claas 521 trailer to the Tucano there are no more collision problems
    • Stapel VT18000 boom can now always be attached correctly
    • Claas Volto, Claas Liner, Claas Quadrant and Stapel VT18000 now turn themselves completely transportable on autopilot
    • Lemken Juwel: Soil particles no longer float in the air
    • The Lemken Azurit now sows again after loading a savegame
    • Dammann booms no longer lifted after loading
    • Claas Quadrant: CabControl for bale ejection now visible from outside when player is on foot
    • Machines like the Stapel barrel can now be filled to 100% (previously 99.5%)
    • The particle system of the Jaguar no longer shoots against the side of the loader wagon
    • Rauch Axis is again able to fertilize after loading a savegame
    • Round weight no longer tips over when spawning/resetting
    • Three-point hitches: Float position in lowered position corrected (e.g. Arion 530 with Juwel)
    • Headlight colors adapted
    • Deutz 7250: Handbrake icon and neutral gear indicator fixed in display
    • Ignition key animations fixed in Deutz and MB Tracs
    • Lemken Gemini can be unloaded at the farm
    • The front axle of the Deutz 7250 is no longer tilted
    • Hammer corn sowing unit: shaking animations reduced
    • Hammer TransferKing opens the doors correctly when unloading on the left
    • Köckerling Rebel Classic: fixed shaking animations
    • Claas Volto: Particles are visible again after loading a game
    • Tracks no longer remain on the headland when sowing
  • BUG FIX Field cultivation and plants
  • BUG FIX Swath is now deposited on the field even at higher speeds
  • BUG FIX To improve work on headlands, fruit destruction by the tires no longer occurs during sowing
  • BUG FIX Plants that can regrow after cutting only start grow after a certain number of days
  • BUG FIX Helpers AI & Autopilot
    • Animal transport with helpers is now savegame compatible
    • Transport tasks are now save game compatible
    • Transport task from template: Load/unload selection was not saved/loaded
    • Drivers no longer overtake harvesters when driving downhill and rotate less
    • Drivers now pause again at the end of the lane when the user is controlling the harvester
    • After loading a savegame, drivers with full trailers do not wait their turn on the field to drive home, but drive immediately to the unloading point
    • Drivers no longer randomly lose their affiliation with a task on a field
    • Driver no longer drives into the harvester when changing sides
    • When harvesting, drivers now also check if it would not be more sensible to drive behind the harvester when following left/right
    • The position calculation of the driver is no longer dependent on whether the harvester has just engaged reverse gear
    • When harvesting with two AI drivers , the second waiting driver is no longer sent to the field entrance while the first one unloads the combine
    • Savegames with active harvesting task with yourself as the driver: Unloading stations are no longer lost
    • After completion of the harvesting task, drivers drive correctly from the field to the unloading point
    • Drivers who are at the unloading point when loading a savegame no longer stop there
    • Parking vehicles at the roadside no longer block AI vehicles or helpers
    • Helpers now load and unload correctly in transport tasks
    • Helper stops again during unloading
    • Transport Task: Helper no longer circles around loading point
    • When harvesting, choppers/combines now also harvest the first headland track correctly. The transition from headland to field tracks has also been optimized
    • Lacotec LH 2 can now be used in harvesting tasks
    • AI drivers should no longer circle on the field
    • During harvesting, the chopper now also detects collisions with attachments when resetting
    • Drivers waiting at the edge of the field are also sent home when a harvesting task is completed
    • Navigation optimized at multiple road intersections
    • AI / Autopilot can now also start from the shelter on the farm
    • Drivers who are in a savegame on their way from the silo to the field do not unregister from the task
    • The autopilot no longer loses its path when loading a savegame
    • When performing a (animal) transport task, the quantity already transported is now saved in the savegame
    • Feeding and BGP filling tasks can no longer choose the port silos
    • Field work task does not stay on GettingReadyForWork after loading from savegame & Field work does not start from scratch in savegame
    • Fixed numerous crashes while saving and loading tasks
    • Harvesting task: task with user as tractor driver now working
    • Drivers now also take the cutting unit into account when taking evasive action
    • If you drive behind the harvester as a driver, it no longer honks and does not stop when you’re too close
    • Field work with several helpers: The headland is worked again by the first helper
    • Field work with helpers no longer starts from the beginning after loading a savegame
    • Calculation of the duration of field work and harvesting tasks corrected. The working width is now also correctly taken into account
    • When harvesting, the driver no longer pauses when the field is finished
  • BUG FIX Map
    • If no weather data is specified in the map XML then the default data will be loaded
    • Brick and stone pavement now use real Normal Maps
    • Gates, fences: collision with machines fixed
  • BUG FIX Menus and Interface
    • Duplicate and faulty tanks removed from statistics menu
    • Fixed wrong message text for employee payday
    • Gamepad: fixed mouse position and click position for resolutions larger than Full HD
    • Fixed crash when switching between controller and keyboard in mission window
    • Minimap: Fixed scaling to 4K resolution
    • Scaling and zoom of 3D display in vehicle menu fixed
    • Vehicles in series ("model selection") are now sorted better
    • When fast forwarding the background will be solid and cover the whole screen
    • Mission texts, trader entries, controls info and minimap in the field menu are no longer rendered above other elements when scrolling
    • "Restart the game" appears in the selected new language if it has been changed
    • XP correctly formatted in notifications
    • Fixed numerous translation errors in the menus
    • Better support for longer text in tabs in in-game menus (wrapping into two lines)
    • Quickload (default: F9) works again
    • Settings in the options menu are no longer applied immediately, but only when "Save" is clicked
    • Changed settings are now also saved when you are in another tab of the options menu
    • Fixed faulty "FillType not compatible" message in transfer window
    • Better menu display at non 16:9 resolutions
    • Fertilizer calculator: display of imperial units and values corrected
    • Delete transport task: notification text corrected
    • Hints during the creation of a harvesting task improved
  • BUG FIX Graphics and rendering
    • Shadows of LODs are no longer rendered permanently
    • Textures are only on Ultra by default when 4 GB of VRAM is detected. In total Ultra consumes about 3.7 GB VRAM in the Albergtal with running machinery. Using the “high” settings, 2 GB of VRAM is sufficient
    • Improved SSAO quality
    • Less vegetation popping bugs when switching between vehicles
  • BUG FIX Bales have the correct weight again
  • BUG FIX Repayment instalments of a loan are no longer billed more than once
  • BUG FIX Flashlight in first person view no longer darkened
  • CHANGE Map
    • Silos sections can now be opened and covered section by section
    • Flags from Landwirtschaftsverlag placed at the cooperative
    • Road network:
      • Three-way intersections have received correct and optimized turning lanes
      • Path widths on field paths reduced
      • Narrow curve south of the farm optimized
      • Vehicle dealer entrance optimized
      • Paths at the port optimized
      • BGP exit navigation paths optimized
      • Cooperative: entry and exit navigation paths optimized
      • Sewage plant: entry and exit navigation paths optimized
      • Spawn point orientation and connections fixed
    • Distance fruit colors revised
    • Building doors open earlier (Trigger enlarged)
    • All old missions removed from the sandbox and career mode game
    • Texture blending of the soil between "cultivated" and "plowed" improved
    • Weather: rain blocks more finely divided, roads get wet earlier
  • CHANGE Vehicles
    • Lemken Juwel is now raised before rotating
    • The speedometer display in the HUD takes the Imperial vs. Metric settings into account and shows km/h or mph
    • Machines no longer work outside the speed limit when driving yourself
    • The cruise control now also works downhill by actively braking
    • All vehicles have received increased street speeds
    • All vehicles have received increased reverse speeds
    • Claas Disco work speed increased to 15 km/h
    • Camera height adjusted for better model and seating positions
    • Better position detection of the attachments in the radial menu
    • The turning radius of the Tucano has been reduced, e.g. field 14 can now be harvested without colliding with the fence
    • Bressel and Lade buckets: green changed to gray (current B+L color)
    • Bressel and Lade buckets: prices adjusted
    • MB Tracs: center of gravity and weight distribution adjusted
    • Placing the Vario 930 on the Claas 521 trailer has been improved
    • Vehicles that are not compatible with a target tank or trader no longer open the transfer window
    • All machines and their functions are now fully translated
    • Lemken Juwel: unfolding and rotating can no longer be performed twice in a short time
    • Vehicles can also be refuelled via the menu, if you do not have enough money for a complete tank
    • Claas Tucano can now mix grain
    • Vehicle and equipment rental prices were increased
    • Joskin Betimax RDS (both), Lemken Juwel (all): decal dirt now corresponds to vehicle dirt
    • When an empty machine enters a load/unload trigger, "Load" is pre-selected
    • Physics performance improved for many machines
    • Lemken Gemini can now be emptied
    • Added tow pin hitch on Deutz 7250
    • Animal sale: “Unloading” is pre-selected when there are animals in the trailer
    • When attaching machines, the lower links of the tractor are lowered and the upper link is adjusted correctly
    • The camera no longer collides with optional collision objects (banks, trees...)
  • CHANGE Player level and attributes adjusted
    • Maximum quantities for vehicles, animals, employees adjusted
    • Maximum level of the player increased to 10
  • CHANGE Menu and Interface
    • Vehicle debug window cleaned up
    • New mouse cursor for better visibility
    • Options menu: Language selection moved up and highlighted visually
    • C4 Intro video volume reduced
    • Xbox One and 360 controllers: custom icons for “View” and “Menu” / “Start” and “Back”
    • Improved rental button and slider in vehicle and employee menu
    • Zoom speed of minimap with gamepad reduced significantly
    • The “Attach Failed” dialog shows more details
    • When buying / selling at the trader, the total price is now displayed
    • At the farm gas station, the purchase window no longer shows the amount of fuel in the tank, since it is unlimited
    • NotificationWindow now closes automatically after 60 seconds
    • UI scale: minimum value set to 50%
    • The setting "Only edit own fields" is available again in the difficulty options
    • Numerous tooltips added to the options menu
    • The Sleep Window now shows the target date
    • Brightness setting in the graphic options now goes from 0 to 100, with default value 50
  • CHANGE Helper / AI / Autopilot
    • When drivers continue after pausing and the distance to the target is greater than 50m, a new course is calculated
    • Parking positions for waiting drivers have been extended so that drivers from the back of the queue can also drive to the field first
    • Harvesting task with yourself as driver: harbor grain trader is now supported
    • Field cultivation task: travel speed increased when changing tracks
    • Drivers drive a larger arc around the crop in the field and prefer turning maneuvers over the field boundaries instead of driving into the fruit
    • Field work with several helpers: If an additional helper reaches the field, all others pause their work until the new helper has reached his or her path
    • Lemken Gemini and Dammann Land-Cruiser can be loaded in transport task at the water/liquid fertilizer dealer
    • AI vehicles drive closer to the center line on small roads
    • Speed adjusted on dirt roads
    • Adjusted the parking positions of the helpers on the whole map, so the drivers are no longer in the way at the field entrance
    • If "Always full throttle" is deactivated, the AI still uses full throttle
    • Drivers: fewer collisions when changing from “driving behind harvester” to “driving left/right”
  • CHANGE Performance: spikes reduced by better caching of the shaders in the warmup phase after loading a map
  • CHANGE Shovel controller improvements for pushing silage in silos
  • CHANGE Silo compaction improved
  • CHANGE Bale handling improved by using a better piercing position of the forks’ spikes
  • CHANGE Animals can now turn left/right a little better
  • CHANGE Animal noises normalized and volume lowered
  • CHANGE Age of employees limited at recruitment
  • CHANGE Removed unused FillTypes
  • CHANGE Added ambient sounds for doors, gates etc
  • CHANGE Graphics
    • Atmospheric Scattering improved and connected to the fog generator from the Weather Controller. The old fog has been completely deactivated
    • Better performance when rendering trees
  • NOTE Some panels still have minimal problems with Cyrillic text in terms of text width recognition
  • NOTE Because of the Capsule Shape changes AI characters do not get over curbs
  • NOTE Console variable $allowCheats 0 or 1 If you want to use cheats like "goldencrops" you have to set $allowCheats="1" before. If this variable is set, you will not be able to achieve achievements like in other games. The reason is that Steam Achievements can also lead to Steam Trading cards which have an actual value within Steam. (Steam Policy)
...

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