Giants Software keeps the pace and unveils a second devblog early this morning to tell us this time about the mission system of the future FS19.
“In this devblog, we're going to talk about the changes we've made to the mission system to help you play faster. " introduced the development team. “First of all, you no longer need to travel through the map to interact with mission givers. A new contracts menu lists all the available missions, detailing the salary, as well as what you will need to do. "
With this menu, the developer wants to save time for players to focus on the simulation. There is no longer a time limit for the missions, you can work at your own pace (or leave the controller to your kid, if you are in my case, without watching the clock tick ^^).
“We've also given you the ability for players to complete missions without having to rent equipment. " This has two advantages - first, you will get more money from the mission, since you will not have to pay a lease. Second, it allows you to work as an ETA, using your own equipment for missions. “Leasing is always available for the start of the game and for those who might want to try out new vehicles before purchasing them. "
Deliver wrapped!
A new type of mission "hay and silage" has been added. This will involve every step of the process, from cutting the grass, baling and wrapping to transport and delivery. “Weed control missions now have their own category, rather than a step in the fertilization process, including the use of the new spray tool on more developed weeds. "
Transport missions like in Farming Simulator 15 are also returning, requiring you to deliver goods from one location on the map to another. Finally, the mission system extends to multiplayer, allowing you to complete them in co-op. “It gives you more things to do with other players than ever before. This is one of the biggest improvements for multiplayer in Farming Simulator 19. ”
A devblog accompanied by some screenshots
What do these few captures tell us? Already, that the new graphics engine is just catching up with what is standard on the video game market, without however break the house. We can note better management of LOD (Level Of Details) and filtering of objects in the background. Aliasing is almost absent and the trees in the background keep a more than adequate level of detail and density. We could already observe this rendering in the previous captures of the first devblog. Likewise, the cultures keep a very correct viewing distance, but on what configuration? This is the mystery.
At the level of the meters, an adjustable wrench appears, undoubtedly to give an overview of the mechanical state of your machine, like Pure Farming.
Will there still be a few things to discover when the game launches at the end of November? Wait and see!