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: [list]
- 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
- 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 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
- 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 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
- Main menu revised [list]
- Areas updates
- Areas have received tooltips
- News display redesigned
- New design for profile, settings, mod and credit menus
- 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
- 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 [list]
- Animals flee in case of collision with player or vehicles
- Wild animals flee from the player
- 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 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]
[/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
- OBJ Exporter for the Editor
- HDR ACES tone mapping
- Integrated C4 7.0 Renderer
- Revised PBR implementation
- Standard cubemap replaced by an HDRI
[/list]
- BUG FIX Vehicles [list]
- 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
- 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
- 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
- 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
- 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
- CHANGE Map [list]
- Silos sections can now be opened and covered section by section
- Flags from Landwirtschaftsverlag placed at the cooperative
- Road network: [list]
- 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
- 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...)
- Maximum quantities for vehicles, animals, employees adjusted
- Maximum level of the player increased to 10
- 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
- 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”
- 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
[/list]
- 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)