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v1.1.0.0

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@Dude23-mods Dude23-mods released this 15 Jul 10:02
· 16 commits to main since this release

Changelog

Version 1.1.0.0 is a major feature, interface, multiplayer and code-structure update. It replaces the former ESC-menu page with a dedicated personnel-management interface, expands applicants and long-term employee development, adds detailed statistics and chronicles, introduces player-defined transport priorities and central salary-request management, and strengthens multiplayer security and server-side validation.


Major interface changes

  • Replaced the previous Personnel Management page inside the ESC menu with a dedicated standalone menu.
  • Added the default shortcut Left Ctrl + M to open Personnel Management directly.
  • Added five separate menu pages:
    • Overview
    • Applicants
    • Employees
    • Training
    • Settings
  • Added a consistent tabbed GIANTS-style interface with dedicated navigation icons.
  • Reworked page navigation, person selection and action handling for keyboard, mouse and controller use.
  • Added clear confirmation dialogs for hiring, dismissal and training.
  • Improved input isolation so Enter or other menu actions no longer trigger unrelated actions on another page or after closing a dialog.
  • Enlarged employee and applicant portraits.
  • Added clearer spacing, headings, tables and scroll handling throughout the menu.
  • Added numeric values and dynamic progress bars for experience, reliability, loyalty and training progress.
  • Added visible employee ranks directly next to their values:
    • Helper
    • Skilled Worker
    • Professional
  • Added a dedicated overview illustration and revised menu visual assets.
  • Removed the obsolete applicant-history area from the applicant page.
  • Reworked the employee history area into clearly separated visual panels.

Overview page

  • Completely redesigned the Overview page.
  • Added a current monthly report containing, among other values:
    • number of employees
    • available employees
    • applicants
    • active jobs
    • recorded work time
    • current monthly wage total
    • last payroll amount
  • Added a separate lifetime-total section.
  • Added farm-wide long-term statistics for:
    • total recorded work time
    • total completed jobs
    • total salaries paid
    • total employees ever hired
    • dismissals
    • resignations
    • retirements
  • Improved the presentation of currently working employees and recent personnel changes.
  • Added clearer display of employer reputation.

Applicant market

  • Increased the applicant-market capacity to a maximum of eight applicants.
  • New savegames now begin with three applicants.
  • Added employer-reputation-based monthly applicant generation.
  • Added up to three monthly applicant-slot rolls.
  • Ensured that at least one applicant is generated when the market is empty.
  • Added a persistent market-age system for applicants.
  • Applicants remain guaranteed during their creation month.
  • Added quality-based departure chances:
    • after the first month change: 10–30%
    • after the second month change: 30–50%
    • after the third month change: guaranteed departure
  • Added visible information showing how long each applicant has been on the market.
  • Added permanent birthdays and continued ageing for applicants.
  • Added more believable age ranges and career histories.
  • Added career backgrounds such as:
    • family farm
    • dairy farm
    • agricultural contractor
    • arable farm
    • mixed farm
    • logistics company
    • agricultural machinery workshop
    • office profession
  • Rebalanced starting experience so a career background does not automatically create unrealistically high agricultural skill.
  • Expanded multilingual first-name and surname pools.
  • Added dynamic applicant-profile text based on:
    • age
    • career background
    • experience
    • reliability
    • loyalty
    • specialization progress
    • time on the applicant market
  • Improved applicant wage requests through reputation, quality and career-related calculations.
  • Added a hiring confirmation before the applicant is employed.

Employee profiles and long-term records

  • Added permanent birthdays and continued ageing for employees.
  • Added dynamic employee biographies that develop from the employee’s actual history.
  • Added profile text for:
    • employment duration
    • career background
    • experience level
    • reliability
    • loyalty
    • completed jobs
    • completed training
    • specializations
    • current learning progress
  • Corrected profile grammar and career-background sentence construction.
  • Added a personal employee chronicle.
  • Chronicle events can now include:
    • hiring
    • job start
    • job completion
    • job abort
    • sickness
    • training start
    • training completion
    • acquired specialization
    • salary request
    • accepted salary increase
    • declined salary increase
    • reliability changes
    • loyalty changes
    • transport assignment changes
    • dismissal
    • resignation
    • retirement
    • final employment end
  • Added compact employee career statistics for:
    • completed jobs
    • total work time
    • training history
    • transport status
    • sick days
    • salary requests
    • aborted jobs
    • total salary paid to that employee
  • Added migration support for employees that existed before personal chronicles were introduced.

Experience, ranks and work effects

  • Rebalanced experience progression to make high values a long-term achievement.
  • Reduced the frequency of unrealistically high starting experience values.
  • Added more detailed experience bands and learning-time requirements.
  • Added monthly experience limits based on:
    • current experience
    • days-per-month setting
  • Preserved unused learning minutes instead of discarding progress.
  • Limited experience gain per individual job.
  • Improved calculation of effective experience.
  • Main and secondary specializations now improve effective experience in the matching work category.
  • Retained configurable effects on:
    • AI work speed
    • additional wear
    • fuel consumption
    • seed consumption
    • fertilizer consumption
    • herbicide consumption
    • slurry, digestate and manure consumption
  • Improved display of exact values alongside progress bars.

Reliability, sickness and job aborts

  • Expanded reliability-related monthly development.
  • Added clearer positive and negative monthly reliability conditions.
  • Retained reliability-based sickness checks and monthly sickness limits.
  • Added a one-time job-abort check for employees with reliability below 50.
  • Added graduated abort chances:
    • below 20 reliability: 20%
    • below 30: 15%
    • below 40: 10%
    • below 50: 5%
    • 50 or higher: 0%
  • A reliability-related abort no longer counts as a successfully completed assignment.
  • Added chronicle entries for aborted jobs.
  • Added varied, gender-aware player messages explaining why an unreliable employee stopped working.

Loyalty and employer reputation

  • Expanded the interaction between employee loyalty and employer reputation.
  • Added gradual loyalty movement toward the farm’s reputation.
  • Expanded loyalty effects from:
    • successful payroll
    • negative farm balance
    • long employment duration
    • night work
    • accepted salary requests
    • declined salary requests
    • unresolved salary requests
  • Expanded employer-reputation effects from:
    • hiring
    • payroll
    • negative balance
    • long service
    • accepted salary requests
    • dismissals
    • resignations
  • Employer reputation now has a stronger visible influence on:
    • number of new applicants
    • applicant quality
    • requested wages
    • long-term employee loyalty
  • Added clearer reputation tiers and overview display.

Salaries and salary requests

  • Added an editable Standard monthly wage to the Settings page.
  • The standard wage is used when individual wages are disabled.
  • Added direct numeric entry with validation, rounding and clear minimum/maximum limits.
  • Prevented Enter in the wage-entry field from triggering unrelated personnel actions.
  • Preserved permanent salary increases instead of allowing them to be overwritten by later monthly calculations.
  • Expanded total salary tracking per employee and per farm.
  • Added a dedicated Manage salary requests button to the Employee page.
  • Added the default shortcut G to open salary-request management.
  • Added a dedicated salary-request window listing every employee with an open request.
  • The window displays:
    • employee name
    • current monthly salary
    • requested monthly salary
  • Salary requests can now be granted or declined from this central window.
  • Removed the previous direct profile shortcuts that immediately granted or declined the selected employee’s request.
  • Removed the former direct G / N / X decision workflow.
  • Retained all existing consequences for accepted, declined and unresolved salary requests.
  • Retained server-side validation of salary decisions in multiplayer.

Specializations

  • Expanded practical learning across eight categories:
    • soil cultivation
    • sowing
    • fertilizing
    • crop protection
    • harvesting
    • transport
    • machine care
    • economical working
  • Learning progress is stored separately for each category.
  • Multiple learning categories can progress in parallel.
  • Added clearer display of the strongest current learning progress.
  • Limited employees to a maximum of two acquired specializations.
  • Added separate requirements for the first and second specialization.
  • Added primary and secondary specialization effects.
  • Improved assignment classification and practical-learning distribution.
  • Added specialization events to the personal chronicle.

Training

  • Added a dedicated Training page.
  • Added a table showing:
    • training category
    • progress toward the next specialization
    • cost
    • monthly discount or extra cost
  • Added monthly training availability per category.
  • Each category can be unavailable because no places are offered that month.
  • Added monthly price variation from 20% cheaper to 20% more expensive.
  • Retained the rule of one training course per employee per agricultural year from March through February.
  • Retained first-day-of-the-month restrictions.
  • Retained the noon deadline when playing with one day per month.
  • Employees remain unavailable until the end of the training month.
  • Training progress is now credited only after successful completion at the month change.
  • Added clear information dialogs when training is unavailable or already used for the current agricultural year.
  • Prevented training when the employee is working, sick or already has two specializations.
  • Added training confirmation dialogs.
  • Added training start and completion to the personal chronicle.

Dismissal, resignation and retirement

  • Added clearer dismissal deadlines based on the days-per-month setting.
  • Added confirmation before dismissing an employee.
  • Dismissed employees remain employed and generally available until the effective month end.
  • Retained payroll before the employee leaves.
  • Expanded loyalty, reliability and employer-reputation consequences of dismissal.
  • Improved dismissal-history tracking.
  • Expanded employee-initiated resignation handling for very low loyalty.
  • Added clearer resignation notices and chronicle entries.
  • Added a retirement system.
  • Employees may announce retirement from age 55 onward.
  • Retirement probability rises with age and becomes guaranteed at age 70.
  • Employees remain available until the announced retirement at month end.
  • Added retirement status, notices, statistics and chronicle entries.

AI helper selection and FollowMe

  • Reworked the employee-selection overlay shown before normal AI helper work.
  • Improved visual consistency with the dedicated personnel menu.
  • Improved employee names, status display and selection handling.
  • Prevented unavailable, sick, training or already assigned employees from being selected.
  • Improved input handling to avoid accidental confirmation from unrelated keys.
  • FollowMe continues to use named employee selection.
  • FollowMe work is recorded as transport work for experience and specialization development.
  • Improved handling of several simultaneous employee jobs.

Transport management and priorities

  • Replaced the former per-employee transport toggle with a dedicated transport-management window.
  • Added the default shortcut T to open transport management from the Employee page.
  • Added a list of all employed workers.
  • Employees can be enabled or disabled for transport work.
  • Added a player-defined transport priority order.
  • Active transport employees are displayed with numbered positions.
  • Employees can be moved up or down in the order.
  • Changes are first edited locally and applied only when confirmed.
  • For every new transport job, the mod now checks the saved order from top to bottom.
  • The first currently available employee is selected.
  • If the highest-priority employee is unavailable, the next available employee is used.
  • Added savegame persistence for transport priority.
  • Added deterministic migration of old transport assignments into the new priority system.
  • Added multiplayer synchronization and server-side validation of the complete ordered employee list.
  • Removed the obsolete additional manual transport input-registration path.
  • Removed repeated warnings about failing to register the old transport input action.
  • Removed the previous direct T-based toggle of the currently selected employee.
  • Fixed the transport window so the underlying employee page is no longer drawn through it.
  • Made the transport window fully opaque.
  • Removed the unwanted outer frame around the transport window.
  • Fixed Enter so applying transport changes no longer opens the dismissal confirmation afterward.

Settings

  • Moved personnel settings into the dedicated Settings page.
  • Divided settings into clearer groups:
    • Work performance
    • Personnel development
    • Economy and wages
  • Added per-savegame information and multiplayer permission notices.
  • Retained host/server authority over multiplayer settings.
  • Added the editable standard monthly wage.
  • Improved button and numeric-entry handling.
  • Fixed cross-page Enter handling that could trigger actions belonging to another page.

Multiplayer and network security

  • Strengthened farm-specific multiplayer synchronization.
  • Added stricter server-side validation for personnel decisions.
  • Personnel actions now fail closed if the client’s actual farm cannot be resolved (special thanks @KeilerHirsch)
  • The requested farm must match the client connection’s farm.
  • Vehicle ownership must match the authorized farm where applicable.
  • The player must be positively identified as a farm manager.
  • Unknown or ambiguous permission states are no longer treated as authorized.
  • Consolidated farm and farm-manager authorization into the canonical server path.
  • Removed a later authorization wrapper that could obscure which implementation was active.
  • Added upper bounds for all relevant network array counts.
  • Protected farm, employee, applicant, assignment, history and personal-chronicle arrays against maliciously large client-supplied lengths (special thanks @KeilerHirsch)
  • Added a total network-read budget for a complete synchronized state.
  • Invalid, negative or excessive network counts now discard the state instead of entering a potentially blocking loop.
  • Increased the internal network-state version to 18 for transport-priority data.
  • Retained compatibility reading for older version-17 states.
  • Existing savegames remain usable.

Savegame and migration

  • Expanded persistent employee and applicant data with:
    • birthday and age information
    • career background
    • applicant market duration
    • personal chronicle
    • long-term statistics
    • total salary paid
    • retirement state
    • transport priority
  • Applicant markets continue to be stored per farm and are not regenerated simply because the savegame is reloaded.
  • Added migration and fallback handling for older employees without the new history fields.
  • Added deterministic migration for previously assigned transport employees.
  • Preserved existing employee, applicant, assignment, wage and configuration data.
  • Historical values that did not exist in older saves cannot always be reconstructed for employees who had already left the farm.

Localization, documentation and assets

  • Expanded localization from 207 to 487 keys per language file.
  • Updated all visible text in all 21 supported language files.
  • Added complete localization for the new menu pages, profiles, chronicles, statistics, transport priorities, salary requests, training offers, confirmations and status messages.
  • Replaced the short former ReadMe with a detailed 21-page multilingual player guide.
  • The guide is available in:
    • German
    • English
    • French
  • Added detailed explanations of player-visible rules and calculations.
  • Added an updated ModHub icon, store asset and overview artwork.
  • Cleaned up GUI textures and replaced problematic assets that caused warnings or visual defects.

Code structure and maintenance

  • Replaced the old single-frame GUI structure with separate standalone-menu classes and pages.
  • Consolidated many duplicate method definitions that existed in 1.0.3.0.
  • Centralized network serialization and state handling.
  • Removed obsolete or misleading parallel implementations in the affected areas.
  • Removed several mod-internal wrapper chains and integrated their logic into canonical methods.
  • Separated GUI, business logic, networking, authorization and persistence more clearly.
  • Removed Lua comments from the maintained Lua files in accordance with the project rules.
  • Improved static validation of Lua, XML, file references, localization keys and ZIP structure.

Fixes and polish

  • Fixed accidental Enter actions across menu pages and dialogs.
  • Fixed Enter in the transport dialog triggering dismissal confirmation.
  • Fixed visual overlap between the transport dialog and the employee page.
  • Removed the unwanted transport-dialog frame.
  • Fixed repeated transport-input registration warnings.
  • Fixed several text-color call issues that could produce Lua errors.
  • Replaced problematic DDS assets and cleaned up texture warnings in the Personnel Management interface.
  • Fixed rank placement and spacing around wage and status lines.
  • Improved scrollbars and clipping on long pages.
  • Improved monthly-report and history readability.
  • Corrected profile grammar, pronouns and career-background phrasing.
  • Removed obsolete applicant-history localization and display code.
  • Added clearer no-data, unavailable and permission messages.

Compatibility notes

  • Multiplayer is supported and personnel data remains farm-specific.
  • Existing 1.0.3.0 savegames remain usable.
  • Network-state version is 18.
  • AutoDrive and Courseplay are not integrated by this release.
  • FollowMe remains supported through the employee-selection workflow.