Full notes
Full Agromatic update
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What changed
- Gameplay
- Maps
- Store
Agromatic changes
Hi everyone!
It's been a while since the last update.
The new update has been released, and it's the biggest update of the game so far. A lot of things have been added and changed, and this update alters how the Agromatic game was initially planned to be.
Here is the change list sorted by most impactful:
- Graphic Artall sprite colors and several buildings have been changed, from warm, cozy vibes to an industrial steampunk aesthetic (the late game will be more industrial). We understand if this decision may disappoint players who were initially looking for a cozy and colorful experience. To support the new direction, we needed to change the overall vibe.
Visual Novel-style story and quests: in the middle of your business growth, the city where your business is located gets invaded by an emperor. You can side with the locals/defenders, side with the military/imperium (the invaders), or not side with anyone and focus solely on your own growth. There is no penalty for whichever side you choose, each has pros and cons and offers different technologies. It's a kind of proxy war you're not directly involved in.
Combat (to be added, not yet implemented): this combat system supports point 2. We will add a guard worker type in the future, and you will be able to produce ammo, guns, and melee weapons. Your farm can be raided by enemies, raids always start at zone A3, so you can concentrate your defenses there. Combat will happen in real time on your farm.
- No demo map anymorepreviously the demo had a predefined map and seed. Now, New Game is unlocked, offering the same experience as the full game.
Objective system changed to action-based: previously you sold X items to complete an objective, but now it's more like: harvest X items, build X buildings, craft X items, mine X items, etc. Progression now happens more naturally.
- Crop growth is no longer day-basedcrops now grow in real time and are much faster compared to the previous version. For example, tomatoes went from 4 days to 1.3 days! All crops have been updated and sell prices have been increased.
Reduced manual work: you can no longer water or plant crops manually, automation is now required for efficiency.
More storage control: you can now filter what is and isn't allowed in storage, based on community feedback.
Transit Depot item check: the Transit Depot will now hold items and not send them to another zone if that zone already has X amount of that item.
Raw resources can no longer be purchased: you can no longer buy raw resources like coal and ores, as it allowed players to complete the game without optimizing or engaging with the mining operation at all.
There is actually much more, these changes and improvements would not have happened without the community's feedback.
Thank you!
Source
Changelog.gg summarizes and formats this update. How we read updates.
