Bug Fix [20733786] [2.0.9-8283c10f]
Bug Fixes Fix JA translations.
Bug Fixes
- Fix JA translations.

Bug Fixes Fix JA translations.
Bug Fixes Fix various visual bug when viewing card details.
Bug Fixes Fix variant crop types not showing during draft. Fix contract not completing.
Bug Fixes Fix Italian translations crashes. Fix multiple harvest does not trigger On Harvest effects. Dill no longer plant Dill from Storage due to it creating infinite loop.
Bug Fixes Fix morel mushroom not checking active area. Fix white pepper not checking active area.
Bug Fixes Fix missing dry mutation translations
Bug Fixes Fix croptypes button not counting variants. Add mechanic filters to custom mode window and compendium.
Bug Fixes Fix German translation causing crashes.
Bug Fixes Fix translation for dry mutation. Minor grammar fix for cards. Fix music playing twice.
Hi everyone! Time for another update. I would like to take some time to discuss the changes and why they are made. If you are just interested in the full changelog, it will be at the end of the post. Endless Mode Let's start with endless mode. I have always disliked endless mode
Hi everyone! Time for another update.
I would like to take some time to discuss the changes and why they are made.
If you are just interested in the full changelog, it will be at the end of the post.
Let's start with endless mode.
I have always disliked endless mode in games and didn't want to add it into Crop Rotation.
However, Balatro showed me that Endless mode isn't always that bad.
You can now enter endless mode from non-turbo run once you paid the final payment.
The payment will then double after each week.
You will also get a generic trade-in every week.
Not a perfect solution, but it will work for now.
If you have ideas/suggestions, feel free to drop them in the forum or hop on to discord to discuss.
A suggestion about custom mode came up in the discussion forum, and I thought it was a good idea.
Custom Mode is now upgraded to allow you to specify the cards you want in the draft.
There is a minimum number of cards that is required for the game to work, but other than that, you can make it however you want.
All fruits, or no fruits, it is all up to you.
You can then share this with others and they can do the same run as you.
On top of that, you can now replay past runs via custom mode.
This allows you to test if there is a better way to build the farm.
A new cardset has been added to the game. This set features 10 new crops, 1 animal and 1 permit.
The set mainly focuses on positioning of cards in the active area.
Previously, there were only a few cards that cared about positioning in the active area, like Mulch and Honey Fungus.
I always find this mechanic interesting but underused.
This set explores the idea further.
I also decided to use this patch to shuffle cards around.
This is to give each set a focus mechanic of some sort, but if you have already unlocked everything, this should not make a difference.
Other than adding a new set of cards from Dusk, additional permits and animals are added to the previous cardset that does not have any.
Some cards are also removed, which I will talk more about in the Balancing section below.
Before talking about the individual changes, I would like to first talk about how I balance and what the goal of balancing is.
Last year I balanced the game around rating 2k. This year, I got slightly better at the game, so I decided to balance the game around 2.5k instead.
The goal is to balance the cards, specifically animals and permits, so that they are all useful in some ways.
When I consistently avoid a card in my runs, it means that the card is less useful than others.
Set bonuses are also rebalanced.
Some are just minor number changes to make them useful, like Support/Climber or the 4 flavours.
Others were overhauled.
The goal is also to make all set bonuses useful.
This way of balancing was applied to mutations last year, and is now applied to other parts of the game.
The goal is to make choices between cards more meaningful, and also allow more strategies to be viable at higher ratings.
There are a few balance changes to set bonuses but I would just focus on the 3 overhaul.
Seed bonus in the past gives you common/uncommon/rare seed as you increase the levels.
I rarely use the 2nd and 3rd tier, and I feel that it is too greedy to take at higher ratings.
This is now changed to give 1/2 extra crops per day, and the rarity is based on the current week.
Although I like this change, it is still an experiment and I will have to play with it longer to see if it is better.
Do share your experience for the new seed bonus.
Wet set bonus now gives maximum water in additional to the water gain.
This is one of the weaker set bonuses, so it definitely deserves a buff.
The increase in maximum water make it easier to gain "Farm Water" while maintaining a high water threshold.
This also enables strategies where the water cost goes beyond 150, which previously requires you to have mid-day water gain.
Dry Set bonus now also makes all dry crops count as empty plots.
This opens up interactions with various cards and should also make Dry bonus much better.
Similarly, Dry mutation now also makes the crop count as empty plots.
3 cards are removed from this patch - Squirrel, Herb Permit and Fruit Permit.
Squirrel is generally weak compared to other animals/permits.
It also slows down the game by a lot, as optimal play with Squirrel means you have a lot of draft to go through every day.
There were also many new ways to gain crops since 1.0 and that made Squirrel even worse.
Herb and Fruit permits are generally weak, and even when they are fully utilised, they are just average compared to the other permits.
Salad Bar, Alcohol and Tea permit has been changed.
In the past, they required you to hyper-specialise into the specific types to make them useful.
The new versions still work with their respective types, but in a more general way.
By changing this, it makes them generate some values in the early game and not just a dead card waiting to be traded in.
This is especially true when you don't have crops from their specialised types.
There are also other number changes to the other permits. You can check them out in the change log.
Now that the macro level abilities of permits/animals/croptypes are balanced, I can focus on rebalancing individual crops next.
This patch, I have only swapped a few cards around, like Enoki and Beansprouts.
I have also changed a few types around, like changing Cactus 3rd type to Dry.
More of this will likely happen in the future patches (if any).
Before I add my closing thoughts, I just want to promote my next game
https://store.steampowered.com/app/3678600/Curse_of_the_Abyss
It is a Traditional Roguelike with a mechanic twist.
It will be coming out next year, and a demo will be available soon.
If you are interested in the game or the demo, do wishlist it.
This is one of the best ways to support me if you like Crop Rotation or the games I made.
The game now has 120 crops, 20 animals and 20 permits.
For animals and permits, this should be the maximum number that I can have.
Adding any more would likely make the pool too diluted to be playable.
As for crops, there are still some that I want to change, and I am just looking for new ideas.
It is likely that no more new cards will be added.
The focus now is to then make all cards viable and open up new strategies by rebalancing the cards and types.
I am still playing the game, although not as much compared to the past, especially after I start working on my 3rd game.
I don't expect that CR will have a 2.1 patch next year, but I said the same thing when I launched 1.3 last year, so we will have to see.
Similar to past major patches, 1.3 is archived and is available on a separate branch.
I would suggest copying the archived branch to a separate folder instead of playing it together with the 2.0 branch.
(The game is DRM-free if you haven't realised.)
And also, as there are a lot of changes, bugs are expected.
Endless mode will likely have bugs, because the game is not designed to be endless to begin with.
If you find any, do report them in the discussion and they will be promptly fixed.
If you like the changes, give this a like, or if you hate it, let me know why.
And lastly, the changelog.
Bug Fixes Fix some chinese translation. Fix missing comma in total earnings.
Balance Changes Set Bonus: Flavour value from -> Quality of Life Split active and storage crops in contract drafting screen.
Bug Fixes Fix Run History display mutation in wrong position.
Bug Fixes Return ALT as key to enter insert mode.
Quality of Life Better plot calculation for cards.
Hi everyone ! Apparently I am not done with this patch yet. A few new qol this week. I also changed how crop types are calculated for duplicated crops. Previously when you have 2 crops of the same name with different croptypes, only the first crop counts toward the set bonuses. T
Hi everyone !
Apparently I am not done with this patch yet. A few new qol this week.
I also changed how crop types are calculated for duplicated crops. Previously when you have 2 crops of the same name with different croptypes, only the first crop counts toward the set bonuses. This happens for variant crop like tulip and also crops with 2 different flavour mutations. This is intended but it seems like it creates confusion.
This patch I have decided to change this behavior and just allow all instances of the crops provide the bonus if they are not the same bonus.
For example, if you have a sweet tulip and a sour tulip, you will gain 1 flower, 1 herb, 1 sour and 1 sweet. In the case that you have a potato with sweet mutation and another with sour mutation, you will now get both sweet and sour mutation.
This rarely happens but when it does, the new behavior should not surprise you, and if it does, it should usually be a happy surprise. This also has a low impact now but will have a bigger impact once I add variant to more cards in the future.
Here is the rest of the changelog.
Hi everyone! I hope everything is well. Last year when I launch 1.2, I thought I was done with Crop Rotation. However, I got addicted to playing Crop Rotation recently and I realised that there were a lot more things that I want do with it. This is going to be a long post, so if
Hi everyone! I hope everything is well.
Last year when I launch 1.2, I thought I was done with Crop Rotation. However, I got addicted to playing Crop Rotation recently and I realised that there were a lot more things that I want do with it.
This is going to be a long post, so if you are only interested in the changes, scroll to the end, or check out the changelog in game.
Let's start with the most boring one.
If you are a controller gamer, or always wanted to play Crop Rotation on Steam Deck, it is finally here. I have added a default controller layout to steam. It might take a while to get the hang of it, but once you do, playing with controller is actually easier than playing with keyboard and mouse. If you have any issues or suggestions for the controller support, do drop it in the discussion. Oh, remember to turn on "click mode" in settings to make moving cards with controller a lot easier.
2 new cardsets are added to the game - Sun and Commerce, which add 20 new crops, 2 new permits and 4 new animals. This will bring the total number of permits/animals to 18 and the total number of crops to 110.
There is one new mechanic added to the game - "Variant".
Cards marked with "Variant" can have multiple different versions, each with slight variation. Cards with variant are part of the same card pool and can be used to upgrade each other.
Although there are only 2 cards with variants in the game as of 1.3, adding the variant mechanic now allows me to add new content in the future without bloating the card pool. For example, I could add "Green Apple" as a variant of Apple.
There are 3 goals for the balance changes.
1. Remove useless abilities
2. Make weaker cards/mutations stronger
3. Streamline the game
There are 3 key changes for crops.
Firstly, most crops with "gain value if adjacent to X" are reworked. This ability has always been weak and I have been looking to remove it for a long time. Some of them still have this ability, and I will continue to look for better ability to replace them.
Upgrading crop cards to tier 3/4/5 always feels weak and unsatisfying. To fix this, most crops that gain values are buffed, especially for tier 4 and tier 5. Many of the rare crops that gain value are also buffed. These 2 changes will make upgrading and getting early rare more rewarding.
Lastly, the base value of the crops are also updated. Previously different crops have different base value within the same rarity. I no longer remember the reason why they were different, so I have decided to make it easier by making all the same within the same rarity. Similarly, the cost of all crops are also updated to be the same if they are of the same rarity.
Similar to crops, most of the animal and permits are buffed at tier 3 and tier 4. The reason is the same as crops. Upgrading from tier 2 to tier 3 should be rewarding, but it wasn't. This is especially so for those that do not have multiplier at tier 4.
For example, Big farm permit give a 2x multiplier at tier 4, but Wet permit doesn't. This makes wet permit weaker than big farm permit because it doesn't scale up as well. By making t3 and t4 stronger, those that did not provide a 2x multiplier should feel a lot better now.
Another key change is specifically to the dual-flavours permits, e.g. Sweet and Sour Permit and the other 5. These 6 permits usually flood the contract rewards, making it harder to get permits and animals for upgrades. In 1.3, they are now "Variant" and is part of the same card pool, and can be used to upgrade each other.
Digging for specific mutation has always been fun, but there are just too many of them, and many of them are not as useful.
In 1.3, many of the mutations are reworked and merged. For example, instead of having a spread mutation, it is now merged into climber mutation and the old climber mutation ability is removed. You can see all the mutation changes in the changelogs.
There are many different types of players, and also different ways to play the game. Some people like getting high score, and some just want to get to 10000 rating.
As the dev, it is hard to balance the game for everyone, so I decided early on that the game will be balanced around 1000 rating. With all the changes and buffs, 1000 has become too easy. I could change 1000 but I have decided to change the rating that I balance around instead. The game is now balanced around 1500.
But what does that mean for you as a player ? Probably not much but if you are the type of players that like to go for win streak, the best rating to do that now is at 1500, which will provide a sufficient challenge, or at 2000 if you really know the game inside out. I personally am addicted to playing at 2000.
If you have read everything so far, thank you.
Crop Rotation is a very niche game, and there are probably less than 200-300 people who play Crop Rotation every month. However, since I am one of them, I will continue to balance it for myself. If you enjoy the game and want to participate in the balance or new content, do hop on the discord.
With such a big patch, there will definitely be bugs. If you encounter any, post it in the discussion and I will definitely try my best to fix them.
And as usual, the last 1.2 patch will be archived on a separate branch for those interested to play that version instead. If you like the update, do give it a thumbsup. If you don't give it a thumbsdown and let me know what you dislike about the changes.
For those that read it so far, and still doesn't have the game (I am not sure why you are reading this), the demo is also updated with some of the new changes.
Lastly, here is the promised changelog.
Bug Fixes Fix Translations for Japanese. Fix Fertiliser tool showing wrong cost. Fix bug that draft phantom contract. Fix bug in eggplant losing all value when mutating.
New Features Add bookmarking feature. Click on cards in the available cards window and they will be bookmarked. Bookmark will be shown in draft window. This should make it easier to bookmark cards that you are looking for.
Click on cards in the available cards window and they will be bookmarked. Bookmark will be shown in draft window. This should make it easier to bookmark cards that you are looking for.
Bug Fixes Fix Translations for Korean