Dear Farm Manager Enjoyers! We've just released a major game update. Update your game, and you will find the following new features: [list] [*] a new Region: Asia – high temperatures, higher rainfall and even higher opportunities. [*] a new Campaign: Asia – a traditional farm in a remote province… As a financial crisis looms, scale up and stay afloat, allying with local farmers. [*] Vietnamese Pot-Bellied Pigs, Bamboo farming, and Bamboo processed food added to the game. [*] new Achievements. Unlock them when progressing the Asia Campaign. [*] new Trading Partners, specific to Asia. [*] [url=https://discord.gg/JhyTpzkj]Cleversan Games Discord[/url] [*] 7 new Avatars for Steam community (Steam will randomly pick 5 for you to choose from). [*] a new orange Creature that enjoys walking on keyboardsjlkjionhuoiphuihnuip;nhe [/list] Other changes: [list] [*] improved the tooltip in MainMenu when selecting a multiplayer Scenario to provide information about tasks and blocked features. [*] improved Staff behaviour during manual fertilizing. If a worker runs out of fertilizer, they will take more fertilizer as needed. [*] improved how Machines (particularly Tractors) are selected for Field work. Now Orchard Tractor can be selected if it meets the power requirement. [*] Soil Layer will now be automatically enabled when placing a Glasshouse (note that Soil Class still does not affect it). [*] updated the Help Center [*] changed how the selected food in Animal Buildings is saved. [/list] Due to potential compatbility issues, you will see a one-time warning when loading a save, informing about this issue. Additionally, some food will be selected to reduce the danger of animal starvation. [list] [*] changed the coverage of "Select trading partner" button to include the "Selected partner". [*] changed Bread to be counted in as units instead of in weight. [*] changed Bakery price from 408 000 to 120 000. [*] changed machines used in Red Beans harvest due to the removal of multiharvest property. [*] changed some textures in both crates and Chest Trailers when transporting plant resources. [*] increased harvest yields on all plants to make them more profitable. (The change has been made to make plant based farms more competetive in comparison to mass animal husbandry. New values are subject to change if logistic issues start to crop up.) [*] changed Delivery Truck capacity from 10000 to 15000 (affects the Logistic Building). [*] increased the harvest multiplier from Orchard and Plants abilities from 125% to 150%. [*] increased the Seasonal Staff multiplier from 75% to 100% [*] reduced base Seasonal Staff wage to 600 from 1200. (Seasonal Staff were underutilised due to having lower efficiency than Machine farming. This change aims to reduce cost of running farms using larger workforce with lower Machine count.) [*] changed Wage multiplier on difficulty settings from 75% (Easy), 150% (Hard) and 200% (Extreme) to 80% (Easy), 125% (Hard), 150% (Extreme). [*] changed Fuel multiplier on difficulty settings from 120% (Hard) and 150% (Extreme) to 133% (Hard) and 200% (Extreme). [*] changed both Yield size and Price of products multiplier on difficulty settings from 85% (Hard) and 70% (Extreme) to 90% (Hard) and 80% (Extreme). (Due to multiplicative nature, old values caused income from fields to be 72% (Hard) and 49% (Extreme) of Normal difficulty income (100%). Current values are 81% (Hard) and 64% (Extreme). Those changes were made to make Extreme more manageable while still providing challenge. We are considering adding the ability to customize those values by players in the future. Send comments on Steam Forum if you would like to see such an addition.) [*] changed prices on several products. [*] when selecting crop rotation on a Field, Organic (BIO) checkbox will be on if Field is currently Organic. [*] removed unnecessary warning when demolishing a Pump that maintains irrigation on a Field if that Field has another Pump in range. [*] removed the requirement for unlocking Middle America Campaign, you can now access it even if you have not finished the European Campaign. [/list] Bug fixes: [list] [*] fixed Staff and Machines being stuck in the Owner's House due to floating point error when retrieving Resources. [*] fixed Staff being stuck on Field after finishing harvest. Error would occur on Fields with crop rotation after switching to Plant that produces Hay. [*] fixed CampaignInfoPanel (where Tom or Miguel resides) covering too much of the Field Modal. [*] fixed the Gas Station paying for 1 unit of Fuel when ordering lagre amounts of fuel instead, ripping the fuel vendor off in the proccess. [*] fixed "No resource order" warning lingering after deleting a building that created this warning. [*] fixed sometimes not being able to start manual fertilizing through Field Work Modal, even if free Staff number was equal to the number of Staff needed. [*] fixed some Production Resources not being visible in the "Produces" section when hovering on Production Buildings in the Build Menu. [*] fixed Grass not being visible in a Self-Loading Trailer. [*] fixed "Available in later part of campaign" message not being visible on the Start Training Button. [*] fixed several texts being blurry in the UI. [*] fixed demand indicators in the lower left corner showing resources from the incorrect pool. [*] other smaller fixes. [*] updated localization files. [/list] Get in the tractor, take a Vietnamese Pot-Bellied Pig with you and join us as our Farm Manager World journey contiunes. More updates coming soon! Yours, Cleversan Games Team [img]https://clan.cloudflare.steamstatic.com/images//44300664/2fb94c315de86d0cf8cdc6ff4636491cb9ce7e5d.png[/img]