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  #1  
Old Dec 30 2011, 09:40 PM
Raul Raul is offline
 
Join Date: Feb 09 2009
Posts: 194
Default New Release -- December 30th, 2011

See Known Issues and Post Release Changes at the end of this post. Last changes released at Jan 5, 6:50PM EST.

Hi There,

We just released a new version of the game with the following features and bug fixes:

1. 11 new Flowers: You can already earn Belts and Dans on them.

2. 26x26 Farm Expansions for Farms 5 - 10, see prices below:

Farm 5-8 -> 5,000,000,000 Coins or 25 FarmCash
Farm 9-10 -> 3,000,000,000 Coins or 25 FarmCash

3. Belts and Dans for Facility Products: About 20 Facilities (in order of appearance in the Store) now have Belts and Dans enabled for each product. With each Belt or Dan you achieve you will increase your chances of getting a "free" Batch automatically for every Batch you start from that point on. Free Batches means that a new Batch is sent to production without consuming any ingredients or coins. Below is the benefit table:

Yellow Belt => 2% chances to get extra batch
Orange Belt => 4% chances to get extra batch
Green Belt => 7% chances to get extra batch
Blue Belt => 10% chances to get extra batch
Brown Belt => 14% chances to get extra batch
Black Belt => 18% chances to get extra batch
1th Dan => 21% chances to get extra batch
2nd Dan => 24% chances to get extra batch
3rd Dan => 28% chances to get extra batch
4th Dan => 32% chances to get extra batch
5th Dan => 37% chances to get extra batch
6th Dan => 42% chances to get extra batch

4. Whirls and Swirls Minigame: Practice and Multiplayer support already enabled. As usual, you have 3 stages and you can go into Practice mode to play each of the stages and improve personal records or you have the option to play multiplayer with all your friends currently in the farm, in this case, the user who finish all the 3 stages first win.

The Goal of this minigame is to make several ice-cream flavors.

5. Maximun 12 hour earning cap increased: Currently you can earn up to 1,000,000 coins every 12 hour from Ingredient Posts and another 1,000,000 coins every 12 hour from Bonus Posts. For users in higher levels instead of 1,000,000 this limit will be increased as follows:

Levels 100-199 -> 3,000,000 coins
Levels 200-299 -> 4,000,000 coins
Levels 300-399 -> 5,000,000 coins

Levels higher than 285 are coming in next release.

6. Content Changes:
-Tall Hedges/Colorful Stone Fences from the gift section are now in the Fences category in the store
-Sand Patches from the gift section are now in the Paths category in the store
-Stone Benches from the gift section are now in the Furniture category in the store
-Angels from Christmas is now in the Other category in the store
-Swan Ice Sculpture and Winter Church from Christmas is now in the Winter category in the store

7. Circus Supplies Factory (Coins): Produces Circus Supplies.

German Wheel
Rola Bola
Stilts
Taming Platform
Magician Hat
Clown Costume
Taming Whip
Unicycle

8. Car Parts Factory (FC): Produces Car Parts.

Wheel Rim
Exhaust Pipe
Steering Wheel Cover
Windshield
Windshield Wipers
Rear-View Mirror
Spark Plug
Jumper Cables

9. Circus (Coins): This is a Service Facility that can be stocked with the products below:

Foil
Tambourine
German Wheel
Rola Bola
Stilts
Taming Platform
Magician Hat
Clown Costume
Taming Whip
Unicycle

10. Car Repair Shop (FC): This is a Service Facility that can be stocked with the products below:

Car Air Freshener
Wheel Rim
Exhaust Pipe
Steering Wheel Cover
WindShields
Windshield Wipers
Rear-View Mirror
Spark Plug
Jumper Cables

Daily Quests/Goals, Farm 13 and New Levels coming in next release.

Happy New Year to All FarmTown fans!

Thanks

--Raul

Post Release Fixes - Jan 4, 12:50PM EST:

- When mouse over facility products, the Belt information in the tooltip now correctly refers to Batches instead of Products
- The Belt Manager Window now shows correctly all the time, you don't need to open the Facility Window first anymore
- When Posting / Requesting Help you will not see the "Preparing Request" black box for too long anymore

Post Release Fixes - Jan 5, 6:50PM EST:

- After earning Facility Product Belts/Dans and starting Products in Facilities, the Facility utilization will never pass 100% and the total pending products will never pass the maximun capacity of the facility, that was never the original intent and will bring issues in the long run if we don't fix it. Right now, if you have capacity for 100 more batches in a Product and your benefit % is 40%, when you press the Start All button, it will start 100 batches, about 40 of them WILL NOT consume any ingredients, and 60 WILL consume ingredients.

Notice that this is almost functionally equivalent to what we had before but it could be perceived otherwise. Before, when you pressed the Start All button, it started 140 Batches, about 40 of them will not consume any ingredients, and 100 (instead of 60) will consume ingredients, but the facility will be overloaded (utilization > 100%) and you will have to wait until it finish all those "overloaded" products to Start more productions for that product, hence, at least from the bonus perspective, they are equivalent.

Known Issues:

- None

Last edited by Raul; Jan 06 2012 at 06:26 AM.
  #2  
Old Dec 30 2011, 09:45 PM
jcassemjr jcassemjr is offline
 
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Location: Danville, IL
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Default

Sweet! Thanks for the update. Wasn't counting on it before the New Year!
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  #3  
Old Dec 30 2011, 09:51 PM
StoneFace StoneFace is offline
 
Join Date: Jun 12 2010
Posts: 2,104
Default

well I guess that answers that

FARM 13

and

more levels

coming in the next release...... woo hoo.... guess we will all be around for a while yet, huh
  #4  
Old Dec 30 2011, 09:54 PM
StoneFace StoneFace is offline
 
Join Date: Jun 12 2010
Posts: 2,104
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Free Batches means that a new Batch is sent to production without consuming any ingredients or coins. Below is the benefit table:


I guess that is okay, that more batches can be processed as a "gift" without using our own coin and/or products.

I think that will be a help mostly to those who do not or cannot fill their facilities on their own efforts due to lack of crops or coin

.
  #5  
Old Dec 30 2011, 09:57 PM
StoneFace StoneFace is offline
 
Join Date: Jun 12 2010
Posts: 2,104
Default

and thanks for the increase in the $1million coin limits

especially now that my crabs are starting to earn bonuses...lol


.
  #6  
Old Dec 31 2011, 08:38 AM
muffin12 muffin12 is offline
 
Join Date: Jul 16 2009
Posts: 16
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Quote:
Originally Posted by StoneFace View Post
and thanks for the increase in the $1million coin limits

especially now that my crabs are starting to earn bonuses...lol


.
I don't know what that means .......the increase in coin limits??
  #7  
Old Dec 30 2011, 09:53 PM
theoxman theoxman is offline
 
Join Date: Oct 08 2009
Posts: 43
Default Can we make the mines workable?

PLEASE..for crying out loud...MAKE THE MINES WORKABLE. Let's do that instead of adding more products that use metals. Sheeze.
  #8  
Old Dec 31 2011, 09:15 AM
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tnbravesgirl tnbravesgirl is offline
 
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Location: Tennessee
Posts: 46
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Quote:
Originally Posted by theoxman View Post
PLEASE..for crying out loud...MAKE THE MINES WORKABLE. Let's do that instead of adding more products that use metals. Sheeze.
I totally agree. I have 7 mines now, guess I need to buy 5 more. It seems they would not add new facilities tht use the mining products without increasing the production level. Time for someone to push the pencil just a little bit further. I love all the updates, but refuse to buy another facility that uses mining products until the levels are increased.
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  #9  
Old Jan 01 2012, 01:59 PM
Zeeky Banutski's Avatar
Zeeky Banutski Zeeky Banutski is offline
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Quote:
Originally Posted by theoxman View Post
PLEASE..for crying out loud...MAKE THE MINES WORKABLE. Let's do that instead of adding more products that use metals. Sheeze.
I agree -- I love the new updates (always do) but at some point we need some other changes. The mines are a good example -- they need to not only produce more raw material so that we can keep those facilities using their products at higher production capacities, but they need to be able to produce salt so that we don't have to rely on gifts from other people to be able to fully utilize the Drying Facility and/or SmokeHouse (or whatever one uses salt).

Also, corn production needs to be stepped up considerably - 900 units (max) at a time is just too small...
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  #10  
Old Dec 31 2011, 12:14 AM
adinar adinar is offline
 
Join Date: Aug 12 2009
Posts: 127
Smile

Quote:
Originally Posted by jcassemjr View Post
Sweet! Thanks for the update. Wasn't counting on it before the New Year!
Double Sweet thanks alot!! and i see the expansions are reduced in price which should make others happy
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