Farmer's Feud Patch Notes

This post will contain the details of notable balance changes/ bug fixes of the Farmer’s Feud AILeague arena

Changes might not appear immediately after being posted, to feel the impact of the change early, use the direct version of codecombat.

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API
-added hero.move(place)
-added hero.wait(seconds)

BUG FIXES
-Fixed mists mirroring

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The arena has gotten a new look!

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also, have I mentioned, new banner!?!?

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New ability!
hero.rain(column)

Rains Short3

More info on the documentation.

API
-added hero.rain(column)
-added hero.findRains()
-modified hero.isReady(ability) so it can be used with the "rain" parameter now.

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New building animation!
Building new

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-Changed rain’s rain.col property to rain.column

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-Full rivers now purify/ makes the tiles next to them immune to the poison mist effect!(they’ll return back to normal income)

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-hero.rain(column)'s cooldown increased, 10 → 12

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-hero.rain(column) now slows the movement of robot workers that are caught in the rain by 70%

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GUIDE
-emptyFactor = the number the farm income gets multiplied by if there is an empty field next to them
-differentTypeFactor = the number the farm income gets multiplied by if there is a farm of a different type next to them
-sameTypeFactor = the number the farm income gets multiplied by if there is a farm of the same type next to them.
-riverFactor = the number the farm income gets multiplied by if there is a full river next to them (only applies once even if there are multiple full rivers next to the farm), also applies to rain

-"garden"
emptyFactor 1.6 → 1.8
differentTypeFactor 1.2 → 0.8
-"patch"
differentTypeFactor 1.8 → 1.6

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FIELD OBJECTS:
-"garden"
riverFactor 2.2 → 1.5
emptyFactor 1.8 → 1.7

FIELD OBJECTS:
-"wheat"
riverFactor 2 → 3

FIELD OBJECTS:
-"garden"
riverFactor 1.5 → 1.3

BUG FIXES
-Fixed match crashed if clear is casted on a field that is currently being constructed/cleared on.

OTHERS
-Added more farm documentations

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ABILITIES
-"rain"
rain now gives the field that is rained on a bonus income of half(0.5) the river bonus of the field type, having a river next to the rained field will still give the river full effect and rain will have no multiplying income effect on that field.

FIELD OBJECTS
-"garden"
riverFactor: 1.3 → 2.5
-"wheat"
riverFactor: 3 → 4
-"patch"
riverFactor: 2 → 5

ABILITIES
-"rain"
riverBonusFactor: 0.5 → 0.15 (15%)

FIELD OBJECTS
-"garden"
riverFactor: 2.5 → 3
-"wheat"
riverFactor: 4 → 3.5
-"patch"
riverFactor: 5 → 4
differentTypeFactor: 1.6 → 1.5

FIELD OBJECTS
-"garden"
sameTypeFactor: 0.8 → 0.7
differentTypeFactor: 0.8 → 0.7
-"wheat"
riverFactor: 3.5 → 4
-"patch"
riverFactor: 4 → 5
differentTypeFactor: 1.5 → 1.6

ABILITIES
-hero.rain(column)
Slow: 70% → 60%

*Revised documentation:
-Added Visualization.
-Revised description.
-Added a new page to hold all the parameter numeric numbers.

FIELD OBJECTS
-"patch"
riverFactor: 5 → 4.6

ABILITIES
-hero.rain(column)
Slow: 60% → 50%
riverBonusFactor: 0.15 → 0.25 (25%)