v1.1.0.0
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.