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A “We put back” Day
Automation panel, made to work as before
- Click on the Automation icon (the blue gears) to open it. One click to open it and show the Automation buttons on the farm, one click to close it.
- The value bar opens the More OP popup, where you also have the functions of the Automation panel.
Harvesting plans now work on all Areas, as promised when we launched Emerald Beach
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With a single Harvesting plan, you can now go all Areas and harvest there with Joe.
- Custom popup so you can always see remaining Areas where you haven’t use a Harvesting Plan. Joe’s Plant and Harvest popup > Active (0)
Cats
- Fixed the Cats sleeping. The server registered their sleeping times correctly, but on your computer, depending on when you entered the game, it got stuck. This made the cats requiring sleep, which ironically, was the exact opposite of the initial impression we wanted you to see. Our nr. 1 design goal was: you enter the game, feed the Cats, see them running happily for a while.
- Restored Tabby Cat searching for flowers in the farm, if you don’t want to go to other Areas.
- Made the Cat Food Recipe yield 10 Cat Food instead of 7. So with one click, you have plenty of Cat Food for your Cats.
- Cats can be fed and watered with their animations OFF, just as before, for players with really slow computers. Also, they can be petted, if you wish to do so. Only thing requiring animations turned ON is playing.
- TIP: Don’t have Cat Food, and the Cats are following you around the farm asking for food? Add them to the Warehouse so they can shut the heck up for a bit while you make the food, then place them back on the farm when the food is ready.
- Use Coupon Code 50CFMEOW for 50 Cat Food.
- We’ll continue to adjust based on your feedback. There are 128 files and 23.800 lines of code related to the cats, so fingers crossed, let’s hope they behave.
Crops, Shrubs and Trees from Cypress Grove and Emerald Beach
- We put them back for your Farm and Bellflower Meadow, temporarily. Why?
- Although we announced it a few months ago and even left them months past their due date, and announced this again, some players never got the chance to read the News. So now they are back for 2 more weeks, with giant countdown labels on them explaining where they will be moved.
- Before this we didn’t have any feedback from you, and we got plenty these days, to adjust the numbers and add features you suggested.
- Increased the max limits for Trees, Shrubs and Crops, for Cypress Grove and Emerald Beach, after your messages you need more to stock up and it’s not enough plants. With a heavy skew towards first land plots. Now they’re as follows:
- Cypress Grove
- Trees – from 60 to 75
- Crops – from 70 to 100
- Shrubs – from 45 to 45 (unchanged)
- Emerald Beach
- Trees – from 53 to 65
- Crops – from 140 to 155
- Shrubs – from 29 to 30
- Cypress Grove
- Two more ways to get your produce from Cypress Grove and Emerald Beach, for your lemonades and recipes:
- Added 2 special pages at the end of the Newspaper, highlighting players that put produce from Cypress Grove and Emerald Beach on sale.
- Tyrone now sells produce from Cypress Grove and Emerald Beach too. Never underestimate his love for a quick Coin.
Fixed Ducklings flying without you seeing them
Now, the Ducklings are ready to fly popup appears first, and the new button says Claim & Wave Goodbye appears. The ducklings will wait for you to say farewell. You click the button, and it will take you to see the Ducklings fly away. Then, the reward will appear.
Shorter animations for the Quest popup (and very soon, Ribbons)
We designed them in the beginning with fancy animations as proof of concept and never got the chance to fix their duration. They were so long that even for us in testing, instead of being a moment of joy, it was one of un-zen vibes. You will be able to close/claim both in 0.5 seconds, if you want.
Find items on your Farm button
Hover over the World Map, and a new button with an arrow will appear. If you click on it, you can search any item you have on your Farm and go there.
Started curating the Crop Patterns (later edit)
Deleted all copies of an original (we automatically see who originally posted a design and what it included – we reward originality), deleted all pink birds, the 5 red-green dots, and ducks (the examples the feature came with). Also permanently approved some designs that got reported (by mistake, probably).
We will also delete low-effort designs, as stated in the feature. This includes very simple designs, but also slight variations of a work of other creator. Acceptable would be drastically different solutions to a complex pattern, but where there are 3 colors in a simple pattern and only 1 plant is changed, it’s too similar. Perhaps these are better suited for the Facebook groups or similar, where you can debate the best solution, because there you can post how it looks too.
It’s also not a fun experience for players to browse and see the same design multiple times.
We don’t have a high bar, but we need to keep the feature interesting. So far, you did pretty nice looking stuff.
Developer Notes on the moving Crops, Trees and Shrubs
First, thank you. So many of you wrote to us here and on our Facebook page, and we read every message, the changes above came straight from them. Your passion for the game is what pushes us to do our best.
We’ve put the whole story, what’s moving, why, and how everything is kept, into one article:
https://clm.beetree.games/help/general-gameplay/plants-moving-and-why/
The short version, and the questions you’ve asked us most:
- Just a few farms, kept simple. Four places to own land, and no plans to add more, so the game stays easy to keep up with rather than a farm-after-farm grind.
- Your game stays your game. Planting and harvesting stay exactly as they are, and we’re adding more Trees, Shrubs and Crops than we moved, so your Farm Shop ends up bigger than before.
- Everything stays. The moved plants live on in Cypress Grove and Emerald Beach. Prefer to stay home? You can still get their Crops and Fruits through the Newspaper and from Tyrone. We also raised the limits in both Areas, and we’ll keep adding your suggestions there wherever we technically can.
These plants have been part of your game for years, and they remain part of it. Thank you for growing with us.
Facebook players and Instant Games migration
Part of why we’re doing this now is that we’re bringing the game to more platforms, including Facebook Instant Games, which needs a light, fast game to run well.
If you are a veteran Facebook player: your farm stays yours, in full. Moving to Instant Games simply means the game is moved to this new, lighter structure, and your farm and all your progress carry straight over. A few smaller things may change depending on what Facebook supports for Instant Games (related to Facebook’s new infrastructure, not the game), but everything you’ve built stays with you.
All-new cats behavior and new way to control your Gear from everywhere
Be sure to check our Fan Page, where a useful gift also awaits you inside the post text, as a Coupon Code you can claim from inside the game.
1. All-new cats
We’ve completely redesigned how cats work, to make them as close to real life as possible. There’s not much to learn if you own a cat. They’re cats, and they behave as such.
This is a free upgrade for everyone who already has them, and the cats’ RC price in the Shop hasn’t increased.
Cats article here: https://clm.beetree.games/help/animals-and-pets/caring-for-your-cats
Cats key features:
- When they’re happy and well taken care of, they dart around the farm together, playing. Then, if they’re tired from all the sprinting, they take a quick power nap to regain their energy.
- When they’re hungry, they fight with each other. If they’re REALLY hungry, they’ll also chase you around the farm, meowing, until you feed them. They can be a real pain in this regard, just like real cats. If they’re only mildly hungry, they’ll just meow to let you know. Failing to feed them for a long while will make them feel neglected and will break their mood. Luckily, making them happy again takes just one click to feed them. After feeding, they’ll groom themselves and get back to their cat business. If you don’t want any of this, you can put the cats in the Warehouse.
- You can now water them. This means topping up a water bowl, and the cat will come to drink from time to time.
- You can now pet them (a simple click, 4 times a day) to strengthen your bond with the cat. You can also brush them. To brush the cat, select the Cat Brush from the third tab and rub it over the cat repeatedly, until you see “The cat is brushed!” If you’ve already brushed the cat (check the tooltip over the brush in the popup to see) and try to do it again, the cat will run away, or even hiss at you.
- Assigning a Cat Bed or a Bowl to them is about as useful as it is in real life. Meaning, they’ll eat from whatever bowl they want, and sleep wherever they want.
- If both cats are hungry, it’s first come, first served, and the winner will hiss at the other cat to guard the food bowl.
- We’ve removed the wake-up horn for both cats and the dog, and added a gentle bell instead.
- An all-new Care System for each cat, with Health Stats (Hunger, Thirst, Energy and Mood), Bond Stats (Feeding, Watering, Playing, and Petting & Grooming), and Toys & Homes (Cat Homes & Accessories, and Toys). This is part of our new Animal Enrichment feature, which will let you take better care of your animals, and will expand to more animals in the future.
- It’s advisable to place food and water bowls 5 Crop Fields apart, because in nature cats think food near water might be spoiled, and prefer them separated.
- For the Playing activity, you need either a Whisker Tree Haven or a Cat Cottage, so the cat can play with the Mouse on String Cat Toy.
- When all 4 Bond Hearts are full, the cat will slow blink at you (a cat’s kiss), and a heart bubble will appear over its head. This means the cat absolutely adores you.
Cats key technical changes / bug fixes:
- We’ve changed the Milk to some proper Cat Food (well, at least the best we had up until level 24, where the Bombay Cat is). You make Cat Food in your Kitchen, and 1 Recipe made adds 7 Cat Food to the Barn. So the food situation is easy to manage. Water is free — you just click on the bowl from time to time to top it up.
- Hundreds of small improvements to how they work.
- The Tabby Cat now only hunts in the Factories, the Water Sawmill and the Bellflower Meadow, as intended by the original code.
- If you place the Tabby Cat in the Warehouse, it will remain there when you go to the Factories. Them appearing in the Factories was a bug that didn’t make sense.
- If, while you’re flower-hunting with the Tabby, it gets exhausted from all that sprinting, it will take a short power nap to recover, and if the hunting time is up, it will run back home. So no more forgotten cats in random Map Areas.
- Cats are now loaded more efficiently, improving your load time.
Why the cat redesign?
The old way cats worked was confusing and robotic, and the cats behaved differently from each other. Now they behave the same, with the exception of the Tabby, which can also hunt for moles (flowers).
Usually you get this type of animal behavior in games that are dedicated only to this, not in farming games, where you normally get some basic things, or just an animal that sits and blinks.
This redesign was extremely complex, with lots of new code, but even in testing, when you often have to recompile for the 200th time to check the features, we found the cats tremendously entertaining. They often did something unexpected that made us laugh, and we ultimately did this as a way to get a daily laugh for you, and a way to feel more relaxed and calm. This is a game, and games should make you feel good. Caring for animals that reward you with their love in a visible way does that, we believe, in a small way.
The cat features are in Beta, and we’ll adjust them based on your feedback. We’ll also continue to improve their behaviors.
2. Control your Gear from everywhere
Controlling your Gear just got MUCH more powerful. The main issue with the Gear in the Factories was that you didn’t have a way to know what it was doing there. Also, always having to scroll to get to the Conveyor Belt was tricky. We’ve improved that in a few ways:
- A new dedicated button called Gear Remote Management, which shows you at a glance how many Gear are working. You can turn it on/off from Settings. This means you can control your Factory Gear from wherever you are.
- A new load bar for every Gear you have in the Factories.
- Extended info on whether the Gear is placed on Concrete Tiles or under a roof.
- An idle state on the Automation buttons for each Gear, indicating why it’s idle when you hover.
- The small computer in the bottom left opens the big computer screen with some nerd stats, such as the EFF — Gear Usage Efficiency — indicating the percentage of your Gear that’s working.
- There’s even a warning system for when your Gear goes idle (under the popup close button). From there, you can select below what percentage the load bar around the HUD button stays open.
- With these options, in Competitions you always know what your Gear is doing. And later, if you prefer to farm to relax, you can just turn everything off.
- You now open the Automation panel by hovering over the OP Bar and clicking on the Farm icon. This might be different for players who got used to old way, but we needed to make all Bars behave the same, make this panel have all data visible, and make it easier to use (once you get used to it). To get used to this, just hover over the Bar 3 times for 0.5 seconds, then click on the wheat icon. Then, double click anywhere on the Farm to cancel.
Gear article here: https://clm.beetree.games/help/general-gameplay/control-gear-factories-area-farm
These two features, the Gear Usage Efficiency and Animal Enrichment, are a preview of newer things to come, and of the direction the game is going. Gear is precision, perfect control. Animals are chaotic but easy to manage, and reward you with their love if they’re happy.
Other changes:
- There’s a countdown for when the Trees / Crops / Shrubs will be removed from the Farm Shop. Since we let them in the Shop WAY more than initially announced, the ulterior removal of Trees that you placed on your Farm will also happen sooner than initially announced.
- We soft-launched the multi-language version of the game, with 9 extra languages, for our international players. This was a monumental task, having to extract over 13.000 keys (bits of text) from over 700.000 lines of code and hundreds of FLA files. This also was a great opportunity for some English source hygiene, that our english-speaking players will benefit from. Over the years, the game evolved, and so the notions inside it. Thus, we had to fix lots of text inconsistencies, establish some in-world rules and stick to them. We developed a glossary, do-not-translate terms (Achievements), in some parts we did transcreation (adapt the text to a native equivalent), and hundreds of little things to ensure the best translation quality possible.
- In order to be as accurate to real-life as possible, we might switch the cows between them and their properties, because in reality, the Holstein is the cow that produces the most milk. So, if you bought 3 Montbeliardes, they will transform into 3 Holsteins, as a simple example. You will have the same 3 premium cows as before. Order will be: Ayrshire, Montbeliarde, Holstein.
Happy farming!
Gameplay tweaks – Emerald Beach
Decreased fruit cluster Energy
Based on your feedback, we decreased the energy cost for collecting Fruit Clusters from 6 to 2 Energy.
Increased Joe’s base Energy by 20
We increased Joe’s initial Energy from 60 to 80, so when you return to your Farm you’ll have more available.
Increased Truck’s base Fuel by 5
Initial fuel was 10, now it is 15. When you log back into the game, you’ll find more available.
Wild plant regrowth
Regarding feedback about wild plants regrowing in Emerald Beach, the goal of this area is for it to feel slightly more overgrown than others.
The wild plants generators are working as expected. However, the main issue we identified is psychological – you clear an area, then go to other area, then come back in 5 minutes and see that plant there. You feel you got tricked, even if the plant is set up for 48 hours, and it was due to reappear. For this, we are trying a new concept, in which after you cut something, the generators will wait until next day. This way, you will have a sense of completion and breathing room.
It is too early to determine how fast plants are growing, as we are still observing how you interact with land in this area.
The increased Energy from 60 to 80 should more than compensate for this, especially considering that you can plant on your plots of land and use Jungle Mulch.
We also noticed players can plant large Palm Trees on purchased land, which was not intended, and it’s a bug. Similarly, moving Fruit Clusters was not part of the original design. We initially planned to patch this, but we are currently monitoring it, since you also developed some interesting emergent gameplay strategies.
So far, what you did with the land looks very good, tropical, and better than we thought it would.
Finally, we now have the framework in place for adding more plants, both on the farm and in this area.
We might delay the removal of tropical trees and plants from the Temperate Continental Shop for a day or more, until we check how it works with latest tweaks, and we remove the beta label from Emerald Beach.
Other gameplay tweaks & improvements
- Date Palms – You can now harvest Dates and replant Date Palms in Longshore Beach.
- Longshore Beach herbs – You can now harvest herbs that regrow in certain areas in Longshore Beach.
- Move tool – “as it was before” settings – In response to complaints from some players about the new move tool, we added two settings that together restore the previous behavior:
- Show Move Guides (page 2): hides the areas of nearby objects when moving
- Classic Move Tool (page 6): objects do not lift and snap to grid, as before
- Joe’s “outside screen area” setting – In response to complaints from some players about Joe’s pointer, we added the Off-screen character indicator setting that hides the circle with a pointer, when he is outside the screen (page 2).
- Increased the wait time for quest quotes so they can be read before they disappear.
- Improved Rice Field seeding by showing sack animations when using the “Plots to Work” tool.
- Joe can now use Harvesting Templates to harvest in Emerald Beach.
- Bees from Beehives now pollinate plants while in Cypress Grove and Emerald Beach too, if the Beehives are on Automation, and use 1 OP per pollination.
- Accessibility Setting – In response to players who can’t see well, now the Bigger Fonts setting will make canvas character’s speech bubbles (the ones from cutscenes, that involve multiple characters) wait until you click, to move to the next one. This way, you have time to read them without feeling rushed, at your own pace.
Bug fixes
- Fixed a move tool glitch where the active zone got stuck on random objects, and another where fences behaved incorrectly
- Fixed an issue where calling the Truck to your Farm from other areas no longer showed the Truck.
- Relocated loot dropped behind mountains in Emerald Beach so Joe can pick it up.
- Fixed the Jungle Stop Quest from Emerald Beach not counting cleared objects.
- Fixed clouds in Emerald Beach not being cleared for some players who completed the Jungle Explorations Quest.
- Fixed the Trail Machete not being equipped by Joe and not appearing in Engineering after it was produced.
- Fixed Dynamite Sticks being received twice by some players.
- Fruit Clusters somehow picked up by Joe in the Backpack are now transformed into loot and transferred to the Barn.
- Daily Tasks now count produce made in Factories.
Emerald Beach beta release bug fixes and improvements day
Use code EB4RICE for 20 bags of Fertilizer 20. This should fix the fertilizer you used to complete the Rice Quest fast.
Beehives & Bee Skeps
- In response to your feedback that you have to be in the active Area to make Bees work, we will make Beehives and Bee Skeps work in Emerald Beach, Cypress Grove, Bellflower Meadow while you’re on your Farm playing, or any other combination. We’ve already managed to make it work, but it gives a few errors, so more testing is needed.
- Made all Beehives and Bee Skeps transportable to Emerald Beach too.
- Added Bee Skeps in Cypress Grove Shop.
- Will make Beehives available in the Shop soon.
These changes will make completing Honey Collections sensibly easier, if you arrange your Beehives well in Bellflower, Cypress Grove and Emerald Beach. Set them up, then drive to collect. 6 clicks.
Bug Fixes
- Fixed Dynamite Plunger not working. Obviously we tested it, but this was generated during a particular reset, and the sequence didn’t know where it was in the line.
- Fixed a 5300 error for Rice Fields, that was generated using multitool (149). This caused the Quest progress not being counted. Plus a few other small glitches fixed.
- Fixed a couple of Quests not working properly.
- Many small usability improvements that should make your progress more intuitive.
Overall, not so many bugs compared to other releases, given how many novel systems we implemented in Emerald Beach.
New Tropical Land is here! Be sure to check our Fan Page for more details, and where a cool (and VERY useful – seriously, lots of Energy, you’re gonna need it) gift also awaits you inside the post text, as a Coupon Code you can claim from inside the game. And, don’t forget to LIKE and SHARE if you like pineapples, mango, coconuts, and for more gifts!
Emerald Beach (update 3/3) key features
This is the last area where you can buy farmable land. Emerald Beach is a lush tropical jungle with giant trees and fast-growing plants — you’ll need to tame the wilderness and carve out space for your crops on the Land you purchase.
Difficulty: HARD.
At first, the area will feel claustrophobic, but as you explore and clear the dense vegetation, it will slowly open up and reward your efforts.
To unlock each new buyable Land, you must first complete the Quest line of the previous Land. Only then will the next Land become available: the Buy Land sign is enabled, and the vegetation blocking access to the next region becomes available to clear as part of progression.
Some tropical Crops and Trees unlock gradually as you expand deeper into Emerald Beach and purchase specific Lands.
Help article coming soon. Until then, you’re on your own… or at the mercy of brave and generous explorers in the social media groups that will figure everything out.
Rice Field system
This update introduces a completely new Rice Field system. Rice can only be grown on dedicated flooded plots, connected through a brand new ditch and water passage mechanic unlike anything we’ve added before, complete with flowing water sounds and splashes. Rice itself grows remarkably fast. We’re pretty sure we will see some creative designs, because the potential for abuse is high, and we’ve only optimised this system for conventional flooded fields.
New Mechanics
- Collecting palm fruit bunches from tall palm trees is done by Joe, that throws the stick to bring the fruit bunches down. Aim for the crown and click.
- Faster bush clearing using the new Machete mechanics.
- Slowing down aggressive jungle regrowth using Jungle Mulch and Jungle Path tiles. Doña Camilla, the brave owner of this abandoned jungle patch, had that very idea in mind — she just never got around to seeing it through.
- Everything wild in Emerald Beach regrows naturally in roughly one month, making the region feel alive and constantly changing.
New Products
- Tropical fruits
- Coconuts
- Sugarcane
- Seashells gathered from the shore
- Handcrafted Seashell Necklaces
Of course, Emerald Beach is in beta mode, and we will adjust based on your feedback.
Happy farming & exploring!
Below, some important changes that we believe will make the game look much better, and that are required due to upcoming crops and trees for your main farm. Don’t worry, you won’t lose anything!
Important Notice
Crop location changes — effective in 7 days
As part of the climate-based farming system introduced with the Cypress Grove update, crops will grow in regions that match their natural climate. Your main farm will become climate-consistent, meaning only crops suited to a temperate climate will grow there. Mediterranean and tropical plants will move to Cypress Grove and Emerald Beach respectively — making it easier to know where to plant each crop, keeping your farm organised, and freeing up space for new temperate crops.
See the full list of affected crops in the tables below.
What happens to your existing trees?
Trees already placed on your main farm will remain there until fully harvested, for up to 2 months. After that, they will be removed automatically. Please make sure to harvest all trees before this period ends.
What IF I Don’t want the new land?Players who prefer not to grow these plants in Cypress Grove or Emerald Beach can still acquire them through the Market Stand or Newspaper from other players, provided they meet the required level (35 for Cypress Grove, 45 for Emerald Beach).
Why are we making these changes?
Cleaner farm design
Keeping crops in their natural climates avoids a mix of unrelated plants, creates clearer art direction, and adds a premium feel to your farm, since everything will look coherent. We don’t appreciate the “asset salad” we see in some farming games, where everything is mixed together with no sense of what goes where. Once you see it, you can’t unsee it. We were guilty of this too, as that was the norm in 2009, but as the game keeps evolving and improving, this new direction was needed.
Game performance and future content
This optimisation allows us to add more trees and crops to your main farm in the future while keeping the game running smoothly — we’re replacing some plants now to make room for more later.
Since the new areas are just one click away and the Fast Travel popup is better than ever, accessing them is easy. We believe the benefits outweigh any inconvenience: you’ll have more land to plant, and a wider choice of crops.
Crops moving to Cypress Grove (level 35)
| Crop | Climate | Status |
|---|---|---|
| Pomegranates | Mediterranean | Moving to Cypress Grove |
| Olive Trees | Mediterranean | Moving to Cypress Grove |
| Lemon Trees | Mediterranean | Moving to Cypress Grove |
| Orange Trees | Mediterranean | Moving to Cypress Grove |
| Agretti | Mediterranean | Already in Cypress Grove |
| Lentils | Mediterranean | Already in Cypress Grove |
| Artichokes | Mediterranean | Already in Cypress Grove |
Crops moving to Emerald Beach (level 45)
| Crop | Climate | Status |
|---|---|---|
| Sugarcane | Tropical | New — Emerald Beach only |
| Pineapple | Tropical | New — Emerald Beach only |
| Mango | Tropical | New — Emerald Beach only |
| Coconut Trees | Tropical | New — Emerald Beach only |
| Banana Tree | Tropical | Moving to Emerald Beach |
| Cocoa Tree | Tropical | Moving to Emerald Beach |
| Avocado Tree | Tropical | Moving to Emerald Beach |
| Rice | Tropical | Moving to Emerald Beach |
| Coffee | Tropical | Moving to Emerald Beach |
Game and QOL improvements
- Highly improved moving system when rearranging your farm.
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No more guessing if objects are close enough to each other. Nearby objects now show a soft green placement area, so you can clearly see when you’re right next to them, without dragging objects over each other just to check spacing.
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Selected objects now smoothly follow your mouse movement instead of snapping and jittering on the grid. Picking up an object now gently raises it up, and placing it down feels smooth and natural.
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At first, the new movement may feel a little different, but after a minute of using it, you’ll notice arranging your farm becomes much faster and easier.
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Improved shrub placement guides.
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Improved tree placement visuals, so it’s easier to understand how much space large tree crowns need in relation to nearby trees.
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The entire system is now smoother, clearer, and much easier to follow visually.
- Dedicated original soundtracks for Emerald Beach and Cypress Grove, each built around its own regional identity and mood:
- Emerald Beach leans into lush tropical jungle ambience with dense percussion, wildlife texture and humid, exploratory energy.
- Cypress Grove carries a warm Mediterranean–Mexican inspired sound with bright, relaxed, sunlit melodies and a distinctly calm, rural coastal feel.
- Expanded Accessibility feature: Click Locking for rocks, wild vegetation, etc. It’s HIGHLY ADVISABLE to turn this on, your click finger will thank you. Then, you just hover over a wild plant, click and hold until the Click Locking loads up. Then you can add the hits to that object until it is being cleared, then it auto deselects.
Redesigned Competitions!
Be sure to check our Fan Page, where a cool and really useful gift also awaits you inside the post text, as a Coupon Code you can claim from inside the game (XP star > Stats & Skills > Vouchers). And, don’t forget to LIKE and SHARE if you like Competitions, and for more gifts!
Competitions got a fresh coat of paint, worthy of your winning bids. Features:
- Completely redesigned graphics.
- Same structure and rules as before, nothing changed here.
- Engaging animations showing how much you climb or plummet, with each new tally.
- Custom sounds accompanying the animations.
- Competitions got its own melody.
- If you place first in a category, laurels will decorate your tab.
- If you win the Edition, the laurels will bear fruit (some tiny pixels), and remain there until next Edition.
- Custom popup from where you can select the Edition you placed in Top-50, that opens when you click on the text from last Edition.
- Pagination got replaced by a scroller that is both draggable and scrollable with the mouse wheel. It auto-scrolls to your place each tally.
Happy farming, and good luck!
New feature! Crop Patterns
Be sure to check our Fan Page for more details, and where a cool and really useful gift also awaits you inside the post text, as a Coupon Code you can claim from inside the game (XP star > Stats & Skills > Vouchers). And, don’t forget to LIKE and SHARE if you like pixel art, design, and for more gifts!
A first-of-its-kind feature in farming games, Crop Patterns combines knowledge, skill and failure into a potent mix of experimentation and discovery.
How it works:
- Choose the grid size – you can save multiple sizes to place on various areas of your farm.
- Choose the design colors – you can choose up to 8 colors for a design.
- Choose the crop for each color – here, the expert knowledge of the crops really comes in handy.
- Save the design (optional) – if you created a masterpiece, it’s best to save it. You save up to 9 designs.
- Click Plant – a grid of your selected size will appear, and you need to place it over a crop field with all crops next to each other, and Joe will plant that for you. MUCH better than trying to remember what brown seeds you planted on brown soil. Required Energy depends on the grid size, from 15 Energy to 40 Energy, for the biggest 25×25 grid.
If you think you nailed a design, you have the possibility to share it to the community, for instant fame and recognition of your knowledge and skills.
We’ve included three designs as examples. But based on what we’ve seen you do on your farm over the years, we have a feeling you’ll do much better than we did.
Improvements to Joe’s popups
- drastically simplified his Plant & Harvest popups, with about 100 small improvements.
- new Plant 50 of Each feature – when creating a seeding plan, next to the Plant button there’s a 50E checkbox, that will automatically create a plan with what crops you’re low on, starting from level 1 crops. This will come in handy for completely filling up the Train. Cost, 7 Purple Vouchers.
- new Mixt them Up feature – you also have the choice of planting your field as if you put all seeds in a bag and give them to Joe. It’s a checkbox with a dice, in the same place. Cost, 2 Green Vouchers.
We can’t wait to see what designs and crop pairings you come up with, and happy farming!
New Features
- Added new settings: Flick Panning and Zoom Bounce. Flick panning we believe is a must, and will make navigating the farm much easier. Zoom bounce, it depends on your computer.
- Improved how the game is played with laptop trackpads significantly. Up until now, it was very unplayable, as the trackpad sensibility was off the charts. Still more improvements to do.
- Added a Joe position pointer, making it easier to locate him when called. When you double click and he is outside the screen, a circle with a pointer appears in the direction he comes from, until he arrives in the visible area. Circle exterior is cream, and when you double click again (Joe’s “on the double” speed), the circle turns red.
- Blue Dot now gained enhanced tracking, with a more detailed description on how many things there are. It’s called Blue Dot Premium, and it is activated if you are a Daily Player. In its regular state, it says Plants/plots/trees ready!, same as before.
- You can now use 1/4/9 multitool with Fertilizer too. You can now use up a Fertilizer 20 bag instantly.
Gameplay Changes and Fixes
- Changed how Ducklings mature so you can actually see them growing. We omitted in development the situation where you feed the ducklings and log in after 20 hours, a case where they would already grown. When we create the Events, we don’t have a very strong idea on how exactly the Grand Prize should work, only that it should be very fun, and should behave in an interesting and as close to nature as possible. So, you complain, we change. 🙂 Now, if a duck is laying eggs and you return to the game (even after a full day), they will hatch first, then continue their 12-hour growth time instead of already being fully grown.
- Joe no longer requires energy to pick up Rotten Apples.
- Restored Rotten Apples to their original values, with a maximum of 22 per farm.
- Tree seed generation in Bellflower Meadow is now capped again at up to 2 seeds per day.
Bug Fixes
- Fixed an issue where Wild Trees could be planted in Bellflower Orchards. Once removed, they can no longer be replanted there.
- Fixed an issue where the path from Bellflower Meadow could be moved to other expansions but not restored.
- Fixed an issue where picnic tables and baskets from the Log Cabin Area could not be moved or added to the Old Shack.
- Fixed an issue where main thread quests were appearing as uncompleted.
- You can now clear Strawberries/Pineberries even when the Old Shack is full, as they do not drop loot.
With these fixes, everything should work as before. Plants regenerate slower than after refactoring, so you’ll use less Energy.
Also, fixed an issue causing Gifting to be slow for some players.
Added a couple of surprises when growing ducklings 😉 Happy farming!
Improvements
Beehives
- NEW Langstroth Beehive popup, that is MUCH simpler and easier to use than the mess with the giant tooltip.
Truck & Travel
- When you enter the area where Joe can drop his stuff, the area’s edge flashes yellow briefly.
- Tyrone speaks on click at satellite farms too.
- Smoother camera animations when following the Truck.
- Driver speech bubble hides when the Truck starts moving.
UI & Polish
- Fixed some confusing popups that had grey and green button.
- Smoother camera fly-by on screen load, with per-intro focus points.
- Tool hover overlays unified to rounded isometric diamonds.
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New pick-up item animation and sound.
World & Characters
- Joe can go to and walk onto pavement/path tiles if you double click on them.
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Joe: rapid clicks no longer restart animations mid-cycle.
Bug Fixes
- Fixed harvest commands crashing when plant’s parent was null.
- Fixed exterior objects not showing when visiting other players.
- Fixed Find Tabby Cat / hasCat so tabby and black cat are found in the tree house and warehouse.
- Fixed cat tree house warehouse search.
- Fixed Hire Joe popup queue.
- Fixed foraging double-XP tree detection.
- Fixed shop RC page sorting; herb planting now uses shop free-items quantity.
- Fixed truck menu station selection and Cypress Grove invisible-truck edge case.
- Fixed energy-from-truck use not updating the popup.
Event Ended Cleanup
- Copper Ore, Zinc Ore can no longer be found when mining. Will be reinstated with the Mine update.
- Smelter was removed for players that don’t have Bellflower Meadow and Coins were given back.
- Brass Bar removed from Smelter.
Bug fixes and improvements:
- Highly improved the Truck’s popup. Now you can travel to all Truck Stations directly from there too.
- Added Fuel value bars in Fast Travel and Truck’s popup, so you know how much you have before traveling.
- Added Energy value bars in Fast Travel and Joe’s popup, for the same reasons mentioned above.
- Fixed some memory leaks in Joe’s popups.
- Fixed a memory leak when moving items around the farm, in Firefox.
- Changed filtering in Shop and Barn to be from [what you selected] AND alphabetically to [what you selected] AND level. This way you see the crops in the order you are used to (Clover, Wheat, Corn…), and you can plant based on the well established chains.
- Sounds and animations improvements for Joe when collecting things like sand from the beach.
- Connoisseur Orders glitch fix – if no Connoisseur Order is completed, it doesn’t get stuck at the first connoisseur when next Order arrives. This way, you can see what all other nut jobs want from you, and refuse them all, if you wish to do so, or don’t have the required materials. We had a long list of clients for you when we published the Pottery Studio, but it got stuck at Lady Petunia.
- several bug fixes related to the refactorings (boy, we are glad we listened to you and didn’t publish the Spring Event during Competitions).
- Fixed a bug where you couldn’t collect a seed because the shadow of the travel to button blocked what is behind it.
- Increased Copper Ore and Zinc Ore finding frequency inside the Mine.
Use Coupon Code MTCE26 for 100 Copper Ore, 100 Cherry Tree Logs, 50 Zinc Ore, 1 Methane Tank and 12 Beech Logs.
