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Much more, but those are the things that the first game doesn't have, that I find the most appealing.
Two things that were not mentioned above is this game has auto-mode for the tractor, which is a huge improvement, and they recently added a mine which is all new although not everybody is impressed with it. Also with the town hall you can now buy 3 additional farms the same size as the original farm if you are into being a mega farmer.
https://steamcommunity.com/app/2418520/discussions/0/4632608644978975584/
https://steamcommunity.com/app/2418520/discussions/0/600765687030389368/?tscn=1735862482
Actions take less time, such as tilling, planting, watering, and harvesting. A lot of things are faster, such as growth time and many waiting times.
The crops work about the same here as in the other one. You plough, plant them, wait for them to grow, harvest them, and repeat if you want. You can water them to shorten their growing time down to one half the time. You cannot just stand there watering them as there is now a feature that will stop you from watering if there is already "enough water". The rain does water crops but there is no heatwave or freeze effect applied to them. Crops still have specific seasons during which they can be planted. There seem to be more crops early game that can be planted during all seasons, including corn which will be important for reasons explained more below. There are crop varieties from the other game and there are new crop varieties. There are more varieties of resources that crops can yield here.
Trees work about the same as in the other one. A tree once planted/placed will produce one of their resource during the seasons that they are producing. You have the duration of that season to harvest that resource. There is a bit more variety of trees that can come with unlocked lots. There are tree varieties from the other game and there are new tree varieties. There are more varieties of resources that trees can yield here.
Animals work similarly as they did in the other game. You provide them food and as long as they have food available, they will continue in their process to produce resources over time. In this game, you feed animals from resources you harvest or otherwise acquire (otherwise acquisitions further explained below), such as grains for chickens which you start with. One feeding action can and will completely fill a group of connected animals up to the amount they can hold up to the amount of appropriate resource you have. A full amount of food for a connected group of animals will sustain them through multiple harvests. Animals now have a visual effect of sleeping during night time that does not affect their functionality. Animals of the same type can be connected into a group by placing them next to each other, just as in the other game. There are animal varieties from the other game and there are new animal varieties. There is at least one new resource available from animal yields here and many the same as the other game.
Fish work similarly as in the other game. You can connect same types of fish into groups by placing them next to each other. You can fish on or off of your tractor and one fishing action will fish all ready fish in that connected group. If there are more than 32 (or maybe it was 36 or 38) fish in the group, there will be a somewhat diminished return, but as I understand it, always a profit. There is no more percent catch rate, if I remember correctly. Fish now go by numbers of seasons so that they become ready at the beginning of a season instead of potentially somewhere in the middle of one. There are more varieties of resources fish can yield here.
Flowers work mostly the same as in the other game. You plant them and they grow over time until ready to harvest. When harvested, they begin growing again. Watering them makes them more valuable. Rain waters them some while it is raining. They are not affected by heatwave or freeze. There appear to be fewer or possibly no flowers that take a week to grow, but my highest farm level is about 32, so I may have just not unlocked those yet. There are more varieties of resources that flowers can yield here.
Houses can be built and entered. Their insides can be decorated. House jobs can be performed and yield resources upon completion, such as portraits for paintings or desserts for cooking. Resources in addition to monies are required at each building stage of the house and at each stage of house job. Certain items can be placed inside the house to display things you have made from house jobs, such as paintings or foods. There are many new resources that can be yielded from house jobs here.
Production buildings, such as jam or cheese makers, operate fairly differently than the other game. They are placed on the farm and require at least a certain amount of certain resources, but once fueled by the required resource, they take time to complete their process and produce a resource instead of having a cooldown between uses. They can and will take as many of the applicable resource as they can hold up to how many you have. These buildings can be leveled up with use which will allow them to hold and make more in one filling. Leveling them may do other things, but I have not leveled one yet to know the extent of the effect.
Windmills produce diamonds over time. Guestbooks can have as many placed on one farm as you want. Sprinklers, as was mentioned by someone above, cover a 3x3 area here instead of a 1x2. There are tall fences that players cannot jump over. All of these things come in different color varieties.
Many things have different varieties, such as color, and those variants can be accessed through a note icon in the upper right of the shop entry (or in the farmer customization entry). Clicking the icon will cycle through the variants available for that item and clicking elsewhere on the entry will select the item with the current variant shown. Some things, such as paths, have variant shapes or effects that can be accessed through a button disclosed at the bottom right of the screen/window after the item has been selected but before it is placed. An example of this is a path that has a 2x2 curve available or after terraforming is available, the ability to raise or lower parts of the ground.
Ground type can be changed under any object, as I understand it, including animals and fish. I haven't tried it yet to see exactly how it works.
You can select up to 200 items to move or delete instead of the max of 100 from the other game.
There is more. I know I've forgotten some things. I didn't include many of the things I knew have already been listed. But my brain seems to be done for now. xD I'll try to add more if I remember or think of them.
Edit: Oh yes, you will only ever see other real life players on your farm or in your town if they are visiting your farm. Visiting players can go to your town with or without you and, if you set their Permissions to allow it, they can sell resources at the stalls in town, complete town NPC requests, and spend their Favor points to help your farm.
Favor. You build up Favor like you do Player Boost in the other game, but you don't have to use it just for boost and you don't have to only use it on your own farm. You can spend it on any farm that allows you to use its Collaboration Hub in its town. Favor points are like a combination of player boost and golden nuggets from the other game. You can trade them at the Collaboration Hub for boost, monies, or resources. Your max Favor increases as your Player Level increases.
Players are separated into lists by region and you can set your region to whichever you want in the Settings from the main menu. Each region list shows a list of up to 50 random farms and refreshing the list may show different ones.
You can join another player's farm through the list, filtered to all or Friends or Favorited, or through Steam's Invite feature, or with their farm invite code, or clicking on them from your Guestbook or recent visitors list. If I understand it correctly.
There are features, such as signs, security booths, and more that can help you communicate with and guide and regulate visitors to activities that you would like them to do or not do.
There is still more I've forgotten, but I wanted to address the multiplayer things while I remembered them specifically.