Schedule I

Games

From small-time dope pusher to kingpin - manufacture and distribute a range of drugs throughout the grungy city of Hyland Point.

Latest · by TVGSWebsite

Release activity

Release activity — 16 releases across 16 days in the last year. Each cell is one day; darker means more releases that day. Older weeks are hidden at this screen width.
MayJunJulAug
SundayNo releases on May 3, 2026No releases on May 10, 2026No releases on May 17, 2026No releases on May 24, 2026No releases on May 31, 2026No releases on Jun 7, 2026No releases on Jun 14, 2026No releases on Jun 21, 2026No releases on Jun 28, 2026No releases on Jul 5, 2026No releases on Jul 12, 2026No releases on Jul 19, 2026No releases on Jul 26, 2026No releases on Aug 2, 2026No releases on Aug 9, 2026No releases on Aug 16, 2026
MondayNo releases on May 4, 2026No releases on May 11, 2026No releases on May 18, 2026No releases on May 25, 2026No releases on Jun 1, 2026No releases on Jun 8, 2026No releases on Jun 15, 2026No releases on Jun 22, 2026No releases on Jun 29, 2026No releases on Jul 6, 2026No releases on Jul 13, 2026No releases on Jul 20, 2026No releases on Jul 27, 2026No releases on Aug 3, 2026No releases on Aug 10, 2026No releases on Aug 17, 2026
TuesdayNo releases on May 5, 2026No releases on May 12, 2026No releases on May 19, 2026No releases on May 26, 2026No releases on Jun 2, 2026No releases on Jun 9, 2026No releases on Jun 16, 2026No releases on Jun 23, 2026No releases on Jun 30, 2026No releases on Jul 7, 2026No releases on Jul 14, 2026No releases on Jul 21, 2026No releases on Jul 28, 2026No releases on Aug 4, 2026No releases on Aug 11, 2026
WednesdayNo releases on May 6, 2026No releases on May 13, 2026No releases on May 20, 2026No releases on May 27, 2026No releases on Jun 3, 2026No releases on Jun 10, 2026No releases on Jun 17, 2026No releases on Jun 24, 2026No releases on Jul 1, 2026No releases on Jul 8, 2026No releases on Jul 15, 2026No releases on Jul 22, 2026No releases on Jul 29, 2026No releases on Aug 5, 2026No releases on Aug 12, 2026
ThursdayNo releases on May 7, 2026No releases on May 14, 2026No releases on May 21, 2026No releases on May 28, 2026No releases on Jun 4, 2026No releases on Jun 11, 2026No releases on Jun 18, 2026No releases on Jun 25, 2026No releases on Jul 2, 2026No releases on Jul 9, 2026No releases on Jul 16, 2026No releases on Jul 23, 2026No releases on Jul 30, 20261 release on Aug 6, 20261 release on Aug 13, 2026
FridayNo releases on May 8, 2026No releases on May 15, 2026No releases on May 22, 2026No releases on May 29, 2026No releases on Jun 5, 2026No releases on Jun 12, 2026No releases on Jun 19, 2026No releases on Jun 26, 2026No releases on Jul 3, 2026No releases on Jul 10, 2026No releases on Jul 17, 2026No releases on Jul 24, 2026No releases on Jul 31, 2026No releases on Aug 7, 20261 release on Aug 14, 2026
SaturdayNo releases on May 9, 2026No releases on May 16, 2026No releases on May 23, 2026No releases on May 30, 2026No releases on Jun 6, 2026No releases on Jun 13, 2026No releases on Jun 20, 2026No releases on Jun 27, 2026No releases on Jul 4, 2026No releases on Jul 11, 2026No releases on Jul 18, 2026No releases on Jul 25, 20261 release on Aug 1, 20261 release on Aug 8, 2026No releases on Aug 15, 2026

16 releases in the last year

Patch notes

Patch v0.4.6f13

Fixed 8
  • Respawn button not visible in a multiplayer session with only 1 player present
  • Forward/backward rebinding not applying to vehicles and skateboard input
  • Non-host clients being damaged twice by NPC melee attacks
  • Payphones not working a second time if the first call is exited before completion
  • NPC LOD bounds not refreshing properly if their ragdoll is moved far away from where they died
  • Employee tutorial quests not updating at 4AM
  • Physics bug in which a liquid drum in the warehouse would fall through the floor after about 9000 seconds, causing a floating-point error and preventing Manny and Igor's conversation prompt from displaying
  • Uncle Nelson dialogue error in the prologue
Bug fixes
  • Fixed 'respawn' button not visible in a multiplayer session with only 1 player present.

  • Fixed forward/backward rebinding not applying to vehicles and skateboard input.

  • Fixed non-host clients being damaged twice by NPC melee attacks.

  • Fixed payphones not working a second time if the first call is exited before completion.

  • Fixed NPC LOD bounds not refreshing properly if their ragdoll is moved far away from where they died.

  • Fixed employee tutorial quests not updating at 4AM.

  • Fixed a physics bug in which a particular liquid drum in the warehouse would fall through the floor. After about 9000 seconds its position would cause a floating-point error, resulting in an internal physics bounding box calculation error, which would then cause Manny and Igor's conversation prompt to not display (this was a fun one to track down...).

  • Fixed Uncle Nelson dialogue error in the prologue.

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How Patch v0.4.6f13 went

v0.4.6f13 Open Beta

Fixed 8
  • Respawn button not visible in a multiplayer session with only 1 player present
  • Forward/backward rebinding not applying to vehicles and skateboard input
  • Non-host clients being damaged twice by NPC melee attacks
  • Payphones not working a second time if the first call is exited before completion
  • NPC LOD bounds not refreshing properly if their ragdoll is moved far away from where they died
  • Employee tutorial quests not updating at 4AM
  • Physics bug in which a liquid drum in the warehouse would fall through the floor after about 9000 seconds, causing a floating-point error that prevented Manny and Igor's conversation prompt from displaying
  • Uncle Nelson dialogue error in the prologue
Bug fixes
  • Fixed 'respawn' button not visible in a multiplayer session with only 1 player present.

  • Fixed forward/backward rebinding not applying to vehicles and skateboard input.

  • Fixed non-host clients being damaged twice by NPC melee attacks.

  • Fixed payphones not working a second time if the first call is exited before completion.

  • Fixed NPC LOD bounds not refreshing properly if their ragdoll is moved far away from where they died.

  • Fixed employee tutorial quests not updating at 4AM.

  • Fixed a physics bug in which a particular liquid drum in the warehouse would fall through the floor. After about 9000 seconds its position would cause a floating-point error, resulting in an internal physics bounding box calculation error, which would then cause Manny and Igor's conversation prompt to not display (this was a fun one to track down...).

  • Fixed Uncle Nelson dialogue error in the prologue.

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How v0.4.6f13 Open Beta went

Patch v0.4.6f12

Fixed 3
  • Fixed packaging station button text wrapping
  • Fixed main menu info popup sometimes not displaying
  • Fixed quest UI layouts sometimes not refreshing properly
Security 1
  • Fixed a security vulnerability in which users could join a multiplayer game without being friends with the host
Bug fixes
  • Fixed a security vulnerability in which users could join a multiplayer game without being friends with the host. Big shoutout to (https://github.com/ifBars) for his excellent write-up on this issue.

  • Fixed packaging station button text wrapping.

  • Fixed main menu info popup sometimes not displaying.

  • Fixed quest UI layouts sometimes not refreshing properly.

View originalPermalink
How Patch v0.4.6f12 went

v0.4.6f12 Open Beta

Fixed 3
  • Fix packaging station button text wrapping
  • Fix main menu info popup sometimes not displaying
  • Fix quest UI layouts sometimes not refreshing properly
Security 1
  • Fix a security vulnerability in which users could join a multiplayer game without being friends with the host
Bug fixes
  • Fixed a security vulnerability in which users could join a multiplayer game without being friends with the host. Big shoutout to (https://github.com/ifBars) for his excellent write-up on this issue.

  • Fixed packaging station button text wrapping.

  • Fixed main menu info popup sometimes not displaying.

  • Fixed quest UI layouts sometimes not refreshing properly.

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How v0.4.6f12 Open Beta went

v0.4.6: Gamepad Support + Optimization

Added 14
  • Added controller and gamepad support with full menu and input interaction rebuilds
  • Added Xbox controller input prompts
  • Added PlayStation DualSense input prompts
  • Added gamepad-related settings
  • Added virtual cursor for gamepad with friction and lure systems
  • Added platform-integrated fullscreen fade to prevent unintentional input when Steam overlay is opened
Changed 6
  • Game can now be paused in any state instead of requiring menus to be closed first
  • Display settings now apply automatically instead of requiring apply button
  • Police patrols, sentries, and checkpoints now assign 1-2 officers instead of 2
  • Increased max UI scaling to 1.5
  • FOV now has a lower limit of 20
  • Management clipboard object selector mode now multi-selects by default without holding shift
Fixed 1
  • Performance improved by 20-30% through new LODs, shader optimizations, lighting and shadow tweaks, and frame spike reduction

Hey everyone,

Special Customer Update

We planned to release gamepad support at the end of June, and release special customers in mid-late July. Gamepad support took a lot longer than expected, but we've been working on the special customers update in parallel, so it's not far off now. It's shaping up really nicely, and I think it'll be well worth the wait! Here's a sneak-peek of one of the customer groups:

We're very excited (and relieved) to be launching gamepad support - this has been underway since last year, and has been shockingly more involved than initially thought. Every menu and input interaction in the game had to be rebuilt or significantly altered. We didn't want to do a quick and dirty implementation, so we've created a number of new systems to get the game 'feeling good' with a controller:

  • New UI framework: screens, panels, tabs, buttons, etc.

  • New input prompt system.

  • Haptics system.

  • Gamepad pointer with simulated friction and magnetism.

  • Pointer 'snapping' (for click-heavy tasks such as harvesting).

We've tested and validated the following controllers:

  • Xbox Controller.

  • PS5 DualSense Controller.

  • Steam Controller (incl. Steam Deck).

Any generic controller adhering to the Windows XInput API should also work well.

Lots of optimizations

We've created many new LODs and refined existing ones, optimized several shaders, tweaked lighting and shadows, rewrote some code to minimize frame spikes, and made lots of other small improvements. In our testing, these changes have resulted in a 20-30% performance boost, as well as noticeably less visual pop-in.

Additions

  • Added controller/gamepad support.

  • Added Xbox controller input prompts.

  • Added PlayStation DualSense input prompts.

  • Added gamepad-related settings.

  • Added new internal 'state system', integrated with all menus, interactions, etc.

  • Added platform-integrated fullscreen fade. (prevents unintentional input when the Steam overlay is opened).

  • Added virtual cursor for gamepad.

  • Added virtual cursor 'friction' system to make it easier to grab stuff.

  • Added virtual cursor 'lure' system to make click-heavy tasks less tedious on gamepad.

  • Added new client-side code to interface with the new in-game feedback system backend.

  • Added fancy new tree 'billboard' shader that closely matches the tree mesh.

  • Added 'quit' command.

  • Implemented new light source culling solution.

  • Added new shadow optimization tool that reduces/culls shadows at a certain distance.

  • Your organisation name is now displayed in the pause menu.

  • Combined and optimized several buildings.

  • Property contents culling is now staggered over several frames to minimize stuttering when approaching/leaving a property.

  • Tweaked the LOD distances of several buildings, props, etc, to reduce pop-in.

  • Created new, higher quality LODs for several buildings and props.

  • Property light sources now culled when distant.

  • Added new player 'visibility points' at the neck and hips to prevent cheesing NPC vision.

  • Added 'stop arrow' button to the pickpocket interaction.

  • Added some more grime to the police station.

  • Added an option to automatically pause the game when focus is lost.

  • Added 'restore defaults' button for input bindings.

  • Added new stack splitting tutorial.

Tweaks/Improvements

  • The game can now be paused in any state (in vehicle, phone open, active dialogue, etc) instead of requiring everything to be 'closed' before pausing.

  • Rewrote the tree shader to be way more efficient.

  • Police patrols, sentries, checkpoints now assign 1-2 officers instead of 2 all the time.

  • NPC data (name, appearance, voice, etc) is now all centralized to a single data container instead of spread across lots of separate components.

  • Tweaked shop UI.

  • Cleaned up, modularised the UI for all stations.

  • Rebuilt the input prompt system to support gamepad buttons.

  • Improved the audio blending algorithm for going inside/outside when its raining.

  • 'Inventory empty' displayed when trying to pickpocket an NPC with nothing in their inventory.

  • Improved movement animations when moving slowly or diagonally.

  • Display settings now apply automatically instead of needing to press 'apply',

  • Made some visual tweaks to the phone home screen.

  • Optimized interaction physics checks.

  • Tweaked UI alignment in the deal screen.

  • Tweaked counteroffer UI.

  • Optimized lots of shadow-casting lights.

  • Turned off baked occlusion culling (its calculations were actually more expensive than just rendering everything).

  • Adjusted the compression format of lots of audio files to minimize CPU spikes due to decompression at runtime.

  • Separated out lobby logic from interface.

  • Rewrote the platform integration code (achievements, lobbies, invites, etc) to be platform-agnostic.

  • Increased max UI scaling to 1.5.

  • Turned off shadow casting for lots of tiny meshes.

  • Cleaned up weather code, moved several weather components to the core DLL.

  • Removed legacy sky system.

  • FOV now has a lower limit of 20.

  • Converted NPC deal behaviour from schedule event -> behaviour.

  • Increased how much trees/bushes obscure NPC vision.

  • Pressing 'I'm stuck' will now teleport your vehicle back to safety if you are driving.

  • Rebuilt the barbershop and tattoo parlour UI.

  • Rebuilt the 'new mix discovered' interface.

  • Stripped lots of shader variants to minimize memory use.

  • Reduced the resolution of several unnecessarily massive textures.

  • Optimized some UI layout calculations.

  • Rebuilt the vehicle repaint interface.

  • Optimized compass UI rendering.

  • The management clipboard object selector mode now multi-selects by default - no need to hold 'shift' anymore.

  • Rewrote a bunch of miscellaneous code to minimize GC allocation.

  • Police vehicles now pooled instead of spawned/destroyed.

  • Scripts using repeating checks now stagger their logic instead of running everything in a single frame.

  • Implemented Linux-compatible region check (for choosing default metric/imperial).

  • Optimized several distance checks to use square distance.

  • Tweaked texture streaming settings to minimize excessively low-res textures for certain buildings.

Bug fixes

  • Fixed quests involving payphones soft-locking if the call is exited before completion.

  • Fixed suppliers not looking at the player.

  • Fixed suppliers not returning to their meeting location after being interrupted.

  • Fixed police sometimes not 'sharing' their player line-of-sight with other officers.

  • Fixed bushes not obscuring players properly.

  • Fixed cartel influence popup overlapping with compass warning labels.

  • Fixed quest UI too close to top of screen on high interface scales.

  • Fixed jerky vehicle movement when in 'kinematic mode' (optimization used for distant vehicles).

  • Fixed baggies getting caught on the packaging station hopper lid.

  • Changed some Windows-specific file path code to work for other OSes.

  • Fixed z-fighting when building objects.

  • Fixed weird lighting on environmental graffiti and grime.

  • Fixed weird shadow pop-in for trees at sunset/sunrise.

  • Fixed volumetric light beam flickering.

  • Fixed environmental text causing stuttering when enabled/disabled.

  • Fixed lens flare excessive CPU usage.

  • Fixed CPU/memory spike due to audio sources subscribing to an event on enable/disable.

Thanks for reading!

Tyler

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How v0.4.6: Gamepad Support + Optimization went

Patch v0.4.5f2

Added 1
  • Added choice descriptions to the community vote panel
Changed 1
  • Big sprinkler is now sold at Oscar's store

Additions

  • Added choice descriptions to the community vote panel.

Tweaks/Improvements

  • Big sprinkler is now sold at Oscar's store.
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How Patch v0.4.5f2 went

v0.4.5: Anniversary Update

Added 7
  • Golden M1911 weapon
  • Big Sprinkler item
  • Reorder feature to the delivery app
  • Dynamic reticle for ranged weapons
  • Seeded mixing setting
  • Notifications when deliveries arrive
  • Headshot damage multiplier for ranged weapons
Changed 12
  • Redesigned the delivery app
  • Employees excluding dealers will now consume any bagged product left in their inventory
  • Supplier relationships are now increased when you purchase items at a meetup
  • Tweaked item slot filter context menu UI
  • Product effect duration for NPCs adjusted to 9 hours for Weed and Meth, 6 hours for Cocaine, and 12 hours for Shrooms, with player effect durations at 1/3 of these values
  • Assigned employee's name is now displayed on management pop-ups
Fixed 1
  • Missing chemistry station particles
Deprecated 1
  • Temporarily disabled the feedback system while migrating to a different backend due to vulnerability to exploits and insufficient handling of report volume

Hey everyone,

It's been a year (plus a few days) since Schedule I was released to early access! What a wild year it's been - I seriously couldn't have hoped for a warmer response. Thank you for taking the time out of your day to play our game.

As of 30th March 2026, Schedule I has been collectively played for **17,846,608,208 minutes. **That's over 33,954 years. It's humbling to think that much time has been spent playing something I created.

We wanted to put out a small update in celebration of the anniversary. We've only had about a week to put this together, so it isn't huge, but we've included a few things I know people have been wanting for a while. I hope you enjoy!

Additions

  • Added Golden M1911.

  • Added Big Sprinkler.

  • Added reorder feature to the delivery app.

  • Added dynamic reticle for ranged weapons.

  • Added 'seeded mixing' setting.

  • Added notifications when deliveries arrive.

  • Added headshot damage multiplier for ranged weapons.

Tweaks/Improvements

  • Redesigned the delivery app.

  • Employees (excluding dealers) will now consume any bagged product left in their inventory.

  • Supplier relationships are now increased when you purchase items at a meetup.

  • Tweaked item slot filter context menu UI.

  • Tweaked product effect duration for NPCs:

  • Weed = 9 hours.

  • Meth = 9 hours.

  • Cocaine = 6 hours.

  • Shrooms = 12 hours.

  • Effect durations for players are 1/3 of these values.

  • The assigned employee's name is now displayed on management pop-ups.

  • Tweaked the spread and aim duration of all ranged weapons.

  • Tweaked the impact force of various weapons.

  • Management popups are now visible even when outside of property bounds.

  • NPC movement is now halted during a heavy flinch.

  • Tweaked the customer product enjoyment evaluation algorithm to exclude quality consideration when used in a theoretical context (generating a deal offer, evaluating counteroffers, etc).

  • Improved NPC threat response behaviour.

  • Temporarily disabled the feedback system while we migrate to a different backend. The old system was vulnerable to exploits and did not handle the volume of reports sufficiently.

Bug fixes

  • Fixed missing chemistry station particles.

  • Fixed meth, coke, and shrooms being discovered immediately in a fresh save.

  • Fixed clipboard hints not working.

  • Fixed NPCs jolting when they ragdoll while crouched.

  • Fixed weird collision at supplier meetups.

  • Fixed the sweatshop post box mesh not reflecting the actual physical position.

  • Fixed third-person gun animations sometimes getting stuck.

  • Fixed NPCs sometimes not reacting to gunshots/brandishing.

  • Fixed delivery duration always being 6 hours for non-host players.

  • Fixed the shotgun firing sound playing several times at once when heard from a third-person perspective.

Thank you for reading,

Tyler

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How v0.4.5: Anniversary Update went

v0.4.4: Weather Update

Added 12
  • Add new weather system with Clear, Overcast, Foggy, Light rain, Heavy rain, and Lightning conditions
  • Add umbrella item usable by NPCs
  • Add purchasable flashlight in hardware stores
  • Add more police sentry locations
  • Add 'setweather' command
  • Add 'setweatherspeed' command
Changed 5
  • Rebuild the day-night cycle system
  • Change the layout and appearance of the settings menu
  • Police will now alternate between two locations during their sentry behaviour
  • Increase warehouse worker limit from 10 to 12
  • Improve rendering optimisation resulting in 5-10% higher FPS compared to the previous version
Fixed 4
  • Fix NPC animation resetting when switching to/from 2D impostors
  • Fix NPC ragdoll forces not working in some cases
  • Fix NPC head distortion during attack animations
  • Fix boot mesh clipping with feet

Hi everyone,

The weather update is now fully released! There are several new weather conditions that can occur at random throughout the day. This update is one I've been excited about for ages - I think it adds a ton of life and atmosphere to Hyland Point.

We've worked really hard on optimisation for this update - the new weather system has almost zero performance impact, even during the most visually complex effects. We've also made a number of rendering optimisations to existing parts of the game. In our testing, FPS seems to be 5-10% **higher **compared to the previous version of the game.

Additions

  • Added new weather system:

  • Clear

  • Overcast

  • Foggy

  • Light rain

  • Heavy rain

  • Lightning

  • Added umbrella (usable only by NPCs at the moment).

  • Added a purchasable flashlight to the hardware stores.

  • Added more police sentry locations.

  • Added 'setweather' command.

  • Added 'setweatherspeed' command.

  • Added 'triggerlightning' command.

  • Added 'triggerdistantthunder' command.

  • Added weather-specific NPC greetings.

  • Added new UI framework in preparation for controller support (not yet enabled).

  • Added weather volume setting.

  • Added 'rainy bonus' for deals completed during rain.

Tweaks/Improvements

  • Rebuilt the day-night cycle system.

  • Changed the layout and appearance of the settings menu.

  • Police will now alternate between two locations during their sentry behaviour.

  • Increased warehouse worker limit from 10 -> 12.

  • Tweaked shadow settings for improved coverage and quality.

  • Started moving core systems into a separate assembly (ScheduleOne.Core)

  • Refactored audio code.

  • Rebuilt the equipping system to support left-hand equippables (umbrella).

  • Added more lights to various props and buildings.

  • Tweaked some overly aggressive LODs.

  • Replaced various static props with physics ones.

  • Police will no longer tase you if you're within arrest distance.

  • Marked more geometry as static for improved culling.

  • Converted several transparent materials to opaque + alpha cutoff.

  • Reduced the radius of the pathfinding obstacle of the pots, allowing employees to walk in between adjacent pots.

  • Tweaked blood splatter particles.

  • Changed vehicle drift particles.

Bug fixes

  • Fixed NPC animation resetting when switching to/from 2D impostors.

  • Fixed NPC ragdoll forces not working in some cases.

  • Fixed NPC head distortion during attack animations.

  • Fixed boot mesh clipping with feet.

  • Fixed fog being applied twice on certain objects.

  • Fixed avatar shape keys not applying to higher LOD meshes.

  • The player will no longer respawn inside the destroyed RV.

  • Fixed jukebox volume control not working.

  • Fixed missing trees in prologue.

  • Refactored some employee code to reduce stuttering.

  • Ultra settings no longer has a 2x render scale multiplier (whoops).

  • Fixed notification sound playing twice if two notifications are received in quick succession.

  • Fixed colliders blocking the knock prompt for several buildings.

  • Fixed wanted level getting reduced to 'investigating' when NPCs call the police.

  • Fixed vehicle impacts not dealing damage to NPCs.

  • Fixed a rare load ordering issue where grow lights would try to load in before suspension racks.

  • Fixed frame spike when the first vehicle pathfinding calculation occurs.

I mentioned in my last post that there would be a lot of code refactoring happening in this update. My initial plan was to do a big round of refactoring now, and then do official mod support later this year. I quickly learnt that mod support is a massive influence on code architecture. If I had done a big refactor now without proper consideration for modding, I'd end up having to do an equally large rewrite in just a few months.

For this reason, I've decided to stagger the refactor over several updates in the first half of the year instead of doing it all at once. As each major game system is rebuilt and cleaned up, it will also simultaneously be prepared for mod support. This means that when we do enable mod support, it will be a much faster and seamless process.

Stay tuned!

Tyler

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How v0.4.4: Weather Update went

v0.4.3: Storage Closets

Added 11
  • Small, Medium, Large, and Huge Storage Closets available for purchase at rank Bagman I with increased item slots compared to storage racks
  • Benzies graffiti activity where they spray graffiti at random locations that can be interrupted to reduce cartel influence and gain XP
  • Particles to indicate bud and leaf quality while drying
  • XP award for creating a new mix
  • setdayduration, setpoliceignoreplayers, and setquantity console commands
  • Arrow key support to repeat previously executed commands in the console
Changed 6
  • Dealer management app redesigned with dropdown to select dealer and display of customer regions and standards
  • Contacts app now displays more information about customers including most ordered products and weekly spend
  • Product quality can now be compensated with excess quantity
  • Dealer customer limit increased from 8 to 10
  • Drying rack speed can now be boosted by warm temperatures
  • Dealers now only book 2 deals per deal window instead of 3
Fixed 3
  • Fixed mixing station mk2 threshold being 10 instead of 20
  • Fixed drying racks, deliveries, and lab ovens not progressing during sleep
  • Fixed customers sometimes rejecting deals when requirements are met

Hey everyone,

This was originally supposed to be a small patch, but we ended up doing a lot more than planned. I figured it warranted a proper announcement! Here are the major points:

  • There are new metallic storage closets available to purchase at the hardware stores once you reach rank 'Bagman I'. These closets contain more item slots than the existing storage racks, and more importantly, they look cooler. There are four sizes: small, medium, large, and huge.

  • The Benzies will now occasionally spray graffiti at random locations in the world. You can interrupt them to reduce cartel influence and gain XP.

  • We've redesigned the dealer management app to show more useful information and make it easier to navigate.

  • We've added an 'undo' feature to the graffiti system. You can also now choose from 4 different stroke sizes.

  • We've also fixed a ton of bugs and made a lot of QoL improvements - check out the full changelist below.

Additions

  • Added Small Storage Closet.

  • Added Medium Storage Closet.

  • Added Large Storage Closet.

  • Added Huge Storage Closet.

  • Added Benzies graffiti activity.

  • Added particles to indicate bud/leaf quality while they are drying.

  • Added XP award for creating a new mix.

  • Added 'setdayduration' command.

  • Added 'setpoliceignoreplayers' command.

  • Added 'setquantity' command.

  • You can now use the arrow key to repeat previously executed commands in the console.

  • Added hint for botanist supplies.

  • Added hint for handler routes.

  • Added more grime textures to various buildings and world surfaces.

  • Added a threshold setting to the drying rack.

  • Added graffiti stroke size setting.

  • Added graffiti undo feature.

  • Added a new graffiti location to the bungalow roof.

  • Added a 'done' button to the graffiti menu.

  • Added a couple more loading screen hints.

  • Added 'export player.log' button (Settings -> Other).

Tweaks/Improvements

  • The dealer management app now uses a dropdown to select the dealer.

  • The contacts app now displays more information about customers (most ordered products, weekly spend, etc).

  • You can now compensate for inadequate product quality by providing an excess quantity.

  • Customer regions are now displayed in the dealer management app.

  • Customer standards are now displayed in the dealer management app.

  • Your dealers will now sometimes notify you if a rival dealer is attempting a deal.

  • Amount per packaged product is now displayed in brackets after the product's name.

  • Supplier debt is now shown in the Messages app.

  • Supplier debt is now shown in the contacts app.

  • Dealer customer limit increased from 8 -> 10.

  • Improved dealer logic for choosing what products to give to a customer during a deal.

  • Dealers will now reserve items that are needed for accepted deals.

  • Drying rack speed can now be boosted by warm temperatures.

  • Customer conversations are now automatically marked as read once their deal has been completed.

  • Increased the priority of the botanist's 'apply additive' task.

  • All dealers now walk slightly faster.

  • Dealers will now sprint if they are running late to a deal.

  • Dealers will now only book 2 deals per deal window instead of 3.

  • Tweaks various customers' order timing to be better distributed throughout the day.

  • Supplier meeting storage racks now disappear when you sleep, instead of immediately when the meeting ends.

  • Reduced lighting brightness in the warehouse marketplace.

  • Adjusted the font of the vehicle speed label.

  • Slightly increased the physical size of the mixing station mk2.

  • Updated the logos in the intro cutscene.

  • Tweaked the standing position of the police sentry location outside Taco Ticklers.

  • Tweaked vehicle suspension settings.

  • Improved hedge LODs.

  • Object icons are now displayed for object lists and routes (management clipboard).

  • Skin color now affects nipple color (very sorry that this vital change was not made sooner).

  • Skin is now slightly shiny/smooth.

  • Curfew/4 AM warning is now faded out while under pursuit.

  • Tweaked a bunch of LODs to be less jarring.

  • You can now spray graffiti on your vans.

  • Customers will now walk faster when heading to a deal.

  • Reduced tick interval from 1s -> 0.5s.

  • The RV explosion now affects player health.

  • Tweaked Mick's pawn dialogue.

  • Item slots now 'bop' when an item is inserted.

  • Tweaks the volume of the pot sprinkler and soil pourer.

  • Expected product quality is now displayed in the deal completion screen.

  • Modified botanist's 'use mushroom spawn station' behaviour to loop cleanly.

  • Modified Mick's valuation randomization method to use 'elapsed days' as the random seed instead of 'day index'.

  • Improved dealer product splitting logic to be more space-efficient by eliminating unnecessary splits.

  • NavMesh sample results are no longer cached during the loading process.

  • Tweaked the pathfinding obstacles of several built objects.

  • Increased the suspension stiffness of Uncle Nelson's truck.

Bug fixes

  • Fixed mixing station mk2 threshold being 10 instead of 20.

  • Fixed drying racks not progressing during sleep.

  • Fixed deliveries not progressing during sleep.

  • Fixed the deal-completed pop-up displaying incorrect information when two deals are completed in quick succession.

  • Fixed customers sometimes rejecting a deal even when the requirements are met.

  • Fixed lab ovens not progressing during sleep for non-host players.

  • Fixed botanists applying additives to fully grown plants/shrooms.

  • Fixed employees sometimes duplicating items when moving them.

  • Fixed customers sometimes requesting a deal at the exact same time.

  • Fixed dealers repeatedly telling you that they're out of product.

  • Fixed employees saying they need to be assigned to a bed, instead of a locker.

  • Fixed various missing UI textures.

  • Fixed slot machine missing font.

  • Fixed selected resolution sometimes not being applied.

  • Fixed sprint 'camera bobbing' while on a ladder.

  • You will no longer stop sprinting when running over a manhole cover.

  • Fixed player collider not resizing accurately when crouched.

  • Fixed AC unit particles not playing.

  • Fixed the payphone sound not playing.

  • The 'exit' input prompt is no longer visible while you're sleeping.

  • Fixed 'new region unlocked' popup showing incorrect number of dealers.

  • Fixed gas bottles clipping into the floor in the warehouse.

  • Fixed props clipping into the floor at the west apartment block.

  • Fixed brake light and reverse light desync for non-hosts.

  • Fixed missing point-of-interest for 'rent a motel room' quest.

  • Fixed overlapping texture in Northtown.

  • Fixed NPCs pathfinding through the diner.

  • Fixed various occlusion culling bugs.

  • Fixed NPCs referring to midnight as 12:00 PM.

  • Fixed customer deal dialogue sometimes not being active while walking to the deal location.

  • Fixed delivery van contents being invisible.

  • Fixed notifications gradually shifting downwards.

  • Fixed barn employee standing locations being obstructed by delivery vehicles.

  • Fixing various clothing items clipping with the camera when the pump shotgun is equipped.

  • Fixed vehicle repainting UI not scaling correctly.

  • Fixed 'bag trash' UI prompt not scaling correctly.

  • Fixed graffiti Ui not scaling correctly.

  • You can no longer harvest buds/leaves belonging to other plants during the harvest task.

  • Punching NPCs will now reduce their relationship with you instead of improving it.

  • Fixed customer sample cooldown not resetting on sleep.

  • Fixed camera jitter when uncrouching.

  • Fixed some missing colliders in the prologue.

  • Basketballs will now no longer bounce for eternity.

  • Fixed illuminated windows sometimes not working.

  • Fixed NPCs causing doors to get stuck open or closed.

  • Fixed the camera sometimes being too close to the wall when spraying graffiti.

  • Fixed some NPCs using the incorrect impostor texture.

  • Fixed time being slightly out of sync in multiplayer.

  • Fixed vehicle wheels sinking into the floor for non-hosts.

  • Oscar will now return to his table after he has been scared.

  • Fixed NPCs sometimes clipping through each other in multiplayer.

  • Businesses, RV, and motel room are no longer shown in the deliveries app destination dropdown.

  • Fixed NPCs getting 'stuck' on one another.

  • Fixed curfew not working after exiting and reloading at 4 AM.

  • Fixed various quests not progressing at 4 AM.

  • Fixed weird customer logic causing them to repeatedly teleport if fleeing whilst waiting for a deal.

  • Fixed dealers sometimes incorrectly splitting products into smaller packaging.

  • Fixed Cash for Trash machines not working at 4 AM.

  • Fixed employees not stating that their shift ends at 4 AM.

  • Fixed cauldron particles not playing after leaving and returning to a property.

  • Fixed various built objects not culling when distant.

  • Fixed loading screen backgrounds not fully enveloping the screen for certain resolutions.

We've also set up 'default-previous' and 'alternate-previous' branches, which will respectively hold the last major default and alternate release. E.g., when 0.4.4 is released, these branches will contain 0.4.3.

Thanks for reading,

Tyler

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How v0.4.3: Storage Closets went

v0.4.2: Shrooms Update

Added 10
  • Added mushroom production system with equipment, tools, and tasks
  • Added temperature system with AC units to warm or cool areas
  • Added renaming feature for stations, pots, storage racks, and other objects via management clipboard
  • Added units setting to toggle between imperial and metric measurements
  • Added mushroom hat
  • Added four new customers: Irene Meadows (uptown), Kelly Reynolds (docks), Sherman Giles (docks), and Bruce Norton (downtown)
Changed 6
  • Plant growth speed can now be boosted by warm temperatures
  • Cartel influence in Westville is now limited to 500/1000
  • Changed coca plant yield from 9 to 12 (18 when boosted with PGR)
  • Cleaners can now be assigned to 6 trash cans instead of 3
  • Filing cabinet can now be used to store items
  • Pickpocket interaction is replaced with view inventory if the NPC is unconscious
Fixed 4
  • Fixed some customers having no favourite effects
  • Fixed objects sometimes getting stuck highlighted when using the management clipboard
  • Fixed pupil dilation not resetting to default after sobering up
  • Fixed coca leaves sometimes falling behind the cauldron

Hello everyone,

The shrooms update has been fully released! As always, thank you for your patience as this update was completed. You can now grow and sell magic mushrooms. The production process involves several new pieces of equipment and tools, and tasks. All steps of the production process can be assigned to botanists. Shrooms are introduced after meth, and before cocaine. The supplier for shroom supplies is in the downtown region.

There is also a new temperature system - you can use AC units to warm or cool an area, the latter being necessary for mushroom cultivation. Additionally, plant growth speed can be boosted by warm temperatures.

There are also a few new QoL improvements and handy features:

  • You can now rename stations, pots, storage racks, etc, using your management clipboard. This will make it much easier to distinguish different objects.

  • Cartel dealers will now take smoke breaks, making them easier to find and ambush.

  • Cleaners can now be assigned to 6 trash cans (up from 3).

  • You can now which between metric and imperial units. This setting should automatically default to the appropriate choice for your region.

Additions
  • Added shrooms.

  • Added mushroom bed.

  • Added mushroom spawn station.

  • Added mushroom substrate.

  • Added spore syringe.

  • Added grain bag.

  • Added AC unit.

  • Added shroom spawn.

  • Added spray bottle.

  • Added shrooms visual effects.

  • Adding a renaming feature to the management system.

  • Added temperature system.

  • Added temperature system 'heatmap' visualisation.

  • Added randomly spawning shrooms in the sewer.

  • Added mushroom hat.

  • Added Fungal Phil.

  • Added Irene Meadows (new customer, uptown).

  • Added Kelly Reynolds (new customer, docks).

  • Added Sherman Giles (new customer, docks).

  • Added Bruce Norton (new customer, downtown).

  • Added 'units' setting under display. This allows you to toggle between imperial and metric.

  • Added shroom introduction quest.

  • Added a 'remove' button to object list entries (management system).

  • Added some dirt particles when soil is used up.

  • Added cartel dealer smoke breaks.

  • Added Santa hats to dealers.

Tweaks/Improvements
  • Cartel influence in Westville is now limited to 500/1000. Old saves will automatically have Westville influence scaled down to reflect this.

  • Changed coca plant yield from 9 -> 12 (18 when boosted with PGR).

  • Cleaners can now be assigned to 6 trash cans.

  • Plant growth speed can now be boosted by warm temperatures.

  • Modified a few existing customers preferences to favour shrooms.

  • The filing cabinet can now actually be used to file stuff (you can put items in it).

  • Explanation now displayed when a tap can't be interacted with.

  • Moved 'use drying rack' botanist behaviour down the behaviour hierarchy.

  • Improved jar glass material appearance.

  • Improved baggie material appearance.

  • Improved brick wrapping material appearance.

  • Changed the appearance of applied additives.

  • Optimized employee logic to reduce unnecessary pathfinding calculations.

  • You can now use the teleport command to teleport to NPCs (e.g. 'teleport benji_coleman').

  • 'Pickpocket' interaction is now replaced with 'view inventory' if the NPC is unconscious.

  • Refactored some dealer code.

  • Refactored a lot of botanist code.

  • Removed bomb from item filter.

  • Made the moisture-preserving pot a bit lighter.

  • Cleaned up tap code.

  • Refactored watering can code.

  • Added more random items to cartel goon inventories.

  • Added some extra safety in the loading code to prevent loading the same object or employee twice.

  • Added 'fully grown particles' to the coca plant.

  • Staggered some tick functions to reduce recurring lag spikes.

Bug fixes
  • Fixed some customers having no favourite effects.

  • Fixed objects sometimes getting stuck highlighted when using the management clipboard.

  • Fixed built object initialization sometimes happening twice.

  • Fixed pupil dilation not resetting to default after sobering up.

  • You can no longer apply additives after a plant is fully grown.

  • Fixed coca leaves sometimes falling behind the cauldron

  • Fixed mixing station 'preview product' having a different appearance from the actual product.

  • Fixed item instance data being sent to a joining client before created product data.

  • Fixed NPCField replication error (management system).

  • Fixed delivery vans having no items visibly displayed in the trunk.

  • Fixed drying rack items sometimes not aligning correctly.

  • Fixed excessive LODs on some lights.

  • You can no longer open/close the management clipboard while you're selecting an object or setting a transit route.

  • Fixed outline renderers getting occluded.

  • Fixed NPC combat behaviour sometimes not resetting the NPC's vision component when combat is done.

  • Fixed first-person arms not synchronising with your skin color.

  • Added a missing collider to the fire station.

  • Fixes missing info on the Veeper's sale sign.

  • Fixed some bugs in NPC schedules in the tutorial.

  • Fixed a bug where handlers would prevent other NPCs from removing items from stations.

  • Fixed a quest UI null reference.

  • Fixed mixing station hints reappearing.

  • Fixed a bug where the final prologue cutscene would get stuck.

This will be the final update of the year. I'm going to take about 10 days off and will be resuming work in early January. I'll also have some exciting news to share then. Merry Christmas, and happy New Year!

Thanks for reading,

Tyler

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How v0.4.2: Shrooms Update went

Patch v0.4.1f12

Added 2
  • Add a network replication queue system that staggers data being sent when a player joins a multiplayer game
  • Add an optional quest entry to the 'Deal for the Benzies' quest advising the player how to break the truce
Changed 10
  • Refactor networking code to minimize bandwidth usage
  • Refactor how visuals are applied to mixed products in different states
  • Clean up product meshes by combining separate meshes into one where possible
  • Make actions against the cartel lower influence faster
  • Move vehicle color code to a separate dedicated script and replace static decorative vehicles with simplified versions
  • Modify how vehicles apply colors to avoid unnecessary instantiation of new materials
Fixed 9
  • Fix bagged meth and coke using the wrong consume animation
  • Fix cartel dealers sending 'inventory depleted' notifications to the player
  • Fix cartel deal quest UI not reactivating
  • Fix merchant dialogue sometimes not working for non-host players
  • Fix purchased cars spawning in mid-air
  • Fix main volume mixer failing to silence in-game sounds while the loading screen is active

Hey everyone,

This patch delivers a number of bug fixes and tweaks, particularly for multiplayer. I've spent the past two weeks rewriting a bunch of yucky code to make it less error-prone and easier for me to work with in the future. You likely won't notice any significant changes, but behind the scenes, things are a lot tidier now!

I wasn't originally anticipating doing this patch before the Shrooms update, but I thought it'd be best to do some 'cleaning' and bug fixing before more content is introduced. Because of this, there's a good chance the Shrooms update will be pushed back into early-mid December, sorry. As always, I'll try my best to get it done on time, but I want to acknowledge the possibility of a delay sooner rather than later.

Additions

  • Added a network replication queue system, which staggers the data being sent whenever a player joins a multiplayer game.

  • Added an optional quest entry to the 'Deal for the Benzies' quest advising the player how to break the truce.

Tweaks/Improvements

  • Refactored a **lot **of networking code to minimise bandwidth usage.

  • Refactored how visuals are applied to mixed products in different states (unpackaged, baggie, jar, stored, equipped, etc). The old system was way too brittle and needed to be cleaned up before another drug type was added.

  • Cleaned up a variety of product meshes, combining separate meshes into one where possible.

  • Actions against the cartel now lower influence a bit faster, making it less tedious to unlock new regions.

  • Moved the vehicle color code to a separate, dedicated script. This has allowed me to replace all the static, decorative vehicles around the map with simplified versions that don't contain a bunch of unused scripts and components.

  • Modified how vehicles apply colors to avoid unnecessary instantiation of new materials.

  • Tweaked vehicle sounds.

  • Refactored how vehicles decide if they should currently be physically simulated or not.

  • Adjusted the friction properties of vehicle wheels when the handbrake is applied, making it a bit more effective at bringing vehicles to a stop.

  • Enabled physics for post boxes.

Bug fixes

  • Fixed bagged meth and coke using the wrong consume animation.

  • Cartel dealers no longer send 'inventory depleted' notifications to the player.

  • Fixed the cartel deal quest UI not reactivating.

  • Fixed merchant dialogue sometimes not working for non-host players.

  • Fixed purchased cars spawning in mid-air.

  • Fixed the main volume mixer failing to silence in-game sounds while the loading screen is active.

  • Fixed the lag spike that occurred as the loading screen closed.

  • Fixed vehicle wheels not spinning for non-host players in multiplayer.

  • Fixed Jessi never being selected as the random sewer key possessor.

  • Fixed skateboard and vehicle inputs not working when you have rebound the main movement keys (WASD) to something else.

  • The player no longer gets XP for deals completed by cartel dealers.

  • Fixed customers being listed several times in the customer selection menu for dealers.

  • Fixed a missing collider in Stash & Dash.

  • Fixed drying rack management UI mislabelling.

  • Fixed non-host graffiti not lowering cartel influence in multiplayer.

  • Fixed missing font and incorrect text color in the vehicle repaint interface.

  • Fixed a multiplayer bug where removing an item from a slot and quickly inserting another would cause the item to disappear.

  • Fixed some null reference errors that happen when a player leaves the game while wanted or in combat.

  • Fixed police sometimes not noticing non-host players breaking curfew.

  • Fixed dead/unconscious cartel goons respawning and standing around doing nothing after a day passes.

  • Fixed NPC behaviour/schedule update methods not running at 4 am.

Thanks for reading,

Tyler

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How Patch v0.4.1f12 went

v0.4.1: Halloween Update

Added 13
  • Add sewer system under Hyland Point accessible with a sewer access key
  • Add climbing system with ladders in sewers and on various buildings
  • Add sewer maintenance office property
  • Add 2x1m plastic table
  • Add trash crown
  • Add garbage throne
Changed 6
  • Refactor environmental FX and post-processing system to support transitioning between different visual zones
  • Change fog color and density to be controlled by day-night timeline instead of a basic curve/gradient
  • Tweak occlusion settings for more aggressive culling
  • Tweak shadow cascades
  • Optimize compass rendering
  • Change various cooldowns to use global time instead of manual time tracking
Fixed 2
  • Fix police global vision events not working properly
  • Fix bug where NPCs would shoot at the player even when not visible

Hey everyone,

The Halloween update is here! This update adds a new sewer system under the Hyland Point. You'll need to get ahold of a sewer access key to get down there. The sewers offer a new way to navigate Hyland Point without having to worry about police and cartel members, but it isn't without it's risks...

There's a new ladder system which opens up a bit more vertical navigation - these ladders can be found in the sewers, as well as on several buildings around the map.

There's also been some work done towards optimization. Most of this work is in the form of small tweaks and reworks, but it should all add up to provide a decent (10-15%) boost framerate.

Sorry this update is a couple of days late - I was originally planning on skipping the open beta and going straight to full release. At the last minute released I should probably play it safe and publicly beta test it for at least a day.

Additions

  • Added sewer system.

  • Added climbing system.

  • Added ladders to various buildings.

  • Added sewer maintenace office property.

  • Added sewer access key.

  • Added 2x1m plastic table.

  • Added trash crown.

  • Added garbage throne.

  • Added water step sound.

  • Added 'sewer king' NPC.

  • Added 'sewer goblin' NPC.

  • Added meth LODs.

  • Added new 'replication queue' system to help stagger network traffic when a player joins a multiplayer game.

  • Added loading dock to west Gas-Mart.

  • Added 5 more graffiti locations.

Tweaks/Improvements

  • Refactored the environmental FX and post-processing system to support transitioning between different visual zones.

  • Changed fog color and density to be controlled by day-night timeline instead of a basic curve/gradient.

  • Tweaked occlusion settings for more aggressive culling.

  • Tweaked shadow cascades.

  • Tweaked various LODs.

  • Disabled vehicle FixedUpdate calculations when vehicle is static.

  • Optimized compass rendering.

  • Disabled a light optimization technique that wasn't actually providing any performance improvement.

  • Changed a lot of calculations to be on-demand instead of every frame.

  • Disabled additional light shadows when quality is set yo medium or below.

  • Changed various cooldowns to use global time (Time.timeSinceLevelLoad) instead of manual time tracking.

  • Removed unnecessary update loops from a number of scripts.

  • Replaced some MeshColliders with primitive colliders.

  • Cached animation string hashes on start instead of recalculating on use.

  • Turned off shadows for a bunch of small objects.

  • Tweaked graffiti surfaces to only generate texture data when required instead of when the game starts. This was causing a ~1s hitch and unnecessary memory allocation whenever loading a game.

  • Reorganised the structure of the main scene. This shouldn't have any visible impact but makes my job easier in the future :)

Bug fixes

  • Fixed police global vision events not working properly (this allows police to 'share' their knowledge of where a wanted player is.

  • Fixed a bug where NPCs would shoot at the player even when not visible.

  • Fixed some duplicate GUIDs.

  • Fixed police officer vision getting bugged if killed while searching for the player.

  • Fixed 'cuke effects' and 'energy drink effects' utility items being usable in item slot filters.

  • Fixed not being able to pickpocket unconscious NPCs if you have recently failed a pickpocket.

  • Fixed null reference error that occurred when inserting cash into a storage entity.

  • Remove some unnecessary Player.log spam.

I've discovered that a lot of the connection issues in multiplayer are likely due to bandwidth limits being exceeded - I've made an effort in this update to mitigate this, but there's still some more work to do. This will be my focus for the next week or two, and a patch for this will be releasing before the Shrooms update.

Thanks for reading, and happy (late) Halloween!

Tyler

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How v0.4.1: Halloween Update went

Patch v0.4.0f8

Added 2
  • Add 'exceeded quality' bonus
  • Add water taps to the warehouse property
Changed 8
  • Increase Hyland Manor employee capacity from 10 to 12
  • Improve the alignment of NPC impostors when the NPC is ragdolled or unconscious
  • Increase the move speed of gates at the warehouse and manor
  • Tweak the NPC ranged weapon hit chance algorithm
  • Tweak various vision system thresholds and durations
  • Tweak combat and pursuit behaviour
  • Lower police checkpoints if there are no officers manning them
  • Introduce extra null checks during the loading process for both host and non-host
Fixed 10
  • Fix excessive graffiti-related network traffic causing connection issues
  • Fix impact forces not applying to ragdolls
  • Fix impact forces applying in the incorrect direction
  • Fix machete price
  • Resolve duplicate LODs
  • Fix flinch animation being delayed by the stand-up animation

Additions

  • Added 'exceeded quality' bonus.

  • Added water taps to the warehouse property.

Tweaks/Improvements

  • Increased Hyland Manor employee capacity from 10 -> 12.

  • Improved the alignment of NPC impostors when the NPC is ragdolled/unconscious.

  • Increased the move speed of gates at the warehouse and manor.

  • Tweaked the NPC ranged weapon hit chance algorithm.

  • Tweaked various vision system thresholds and durations.

  • Tweaked combat/pursuit behaviour.

  • Police checkpoints are now lowered if there are no officers manning them.

  • Introduced some extra null checks during the loading process, both as host and non-host.

Bug fixes

  • Fixed excessive graffiti-related network traffic causing connection issues.

  • Fixed impact forces not applying to ragdolls.

  • Fixed impact forces applying in the incorrect direction.

  • Fixed machete price.

  • Resolved some duplicate LODs.

  • Fixed flinch animation being delayed by the stand-up animation.

  • Fixed destroyed RV state not being sent to non-host clients.

  • Fixed manor/warehouse gate desync in multiplayer.

  • Fixed NPCs not sighting non-host clients properly.

  • Fixed NPC combat not working properly against non-host clients.

  • Fixed a bug that resulted in the host receiving and alerting vision events for other players.

  • Fixed vehicle checkpoint searches not working for non-host players.

  • Fixed management configuration data arriving to non-host players before the configuration itself is initialised.

  • Fixed misaligned power cables near the overpass.

  • Fixed false positives for non-host player-ocean collision.

  • Fixed NPCs accepting the incorrect product without any penalty when it is provided in excess.

  • Fixed graffiti lowering cartel influence when truced/unknown.

  • Fixed customers not displaying deal offer rejection dialogue.

  • Fixed missing disposal area for the sweatshop.

Thanks for reading,

Tyler

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How Patch v0.4.0f8 went

v0.4.0: Rival Cartel

Added 11
  • Added the Benzies family as a powerful rival cartel in Hyland Point with interactions including cartel-player deals, ambushes, dealer robbings, dead drop theft, and cartel-customer deals
  • Added new purchasable property Hyland Manor, available after completing the Benzies family storyline
  • Added new vehicle Hotbox
  • Added graffiti system to spray graffiti on various surfaces to reduce cartel influence and gain XP
  • Added spray paint item purchaseable at Gas Mart with 1x spray can per rank up
  • Added graffiti cleaner item to remove graffiti from surfaces
Changed 8
  • Changed region unlock system to require reducing cartel influence levels for each region
  • Changed Stan's weapon selling from dialogue to a shop interface
  • In multiplayer, you can now view the dialogue of other players talking to NPCs
  • Deals are now cancelled when the assigned dealer is dead or unconscious
  • Unconscious NPCs who drop into the ocean are now killed
  • Dead and unconscious NPCs can now be pickpocketed, and you can now pickpocket police
  • Customers will not order from you for 72 hours if you attack them
  • Tweaked braking properties of all vehicles and reduced the resell multiplier of all weapons
Fixed 1
  • Fixed various mislabellings in employee tutorial quests and fixed Tobias' name misspelling

Hey everyone,

Before I get into the details about this update, I'd just like to apologise for my lack of timeliness with this update. This is releasing about a month later than I originally intended - due to a variety of factors, but mostly me underestimating the amount of work involved in implementing certain features, as well as me deciding to add more stuff (graffiti, pump shotgun, etc) at the last minute. I've also been moving house and getting through my University exams - safe to say it's been a hectic couple of months!

Thanks for your patience as I've gotten this update wrapped up. In the future, I'm going to try my best to provide due dates only when I'm really confident that I'll actually be able to make that deadline.

Additions
  • Added the Benzies family - a powerful rival cartel in Hyland Point. You will first encounter them once you have unlocked a number of customers in Westville. Interactions with them include:

  • Cartel-player deals (only while truced)

  • Ambushes

  • Dealer robbings

  • Dead drop theft

  • Cartel-customer deals

  • Added new purchasable property - Hyland Manor. Keep in mind that the Benzies' family storyline must be completed before this can be purchased.

  • Added new vehicle 'Hotbox'.

  • Added graffiti system. You can spray graffiti on various surfaces around the map to reduce cartel influence and gain XP.

  • Added spray paint item. Purchaseable at Gas Mart. You can purchase 1x spray can each time you rank up.

  • Added graffiti cleaner. This can be used to remove graffiti from a surface.

  • Added pump shotgun.

  • Added shotgun shell.

  • Added 'close buzzcut' hairstyle.

  • Added 'Tony' hairstyle

  • Added 'long slicked back' hairstyle.

  • Added 'setgravitymultiplier' command.

  • Added 'setregionunlocked' command.

  • Added 'forcesleep' command.

  • Added an automatic save game backup feature. This will automatically generate a backup of your save file when you first load it on a new version of the game. This is enabled by default, and can be turned off in Settings -> Other.

  • Added some more loading screen hints.

  • Added 'Urban Artist' achievement.

  • Added 'Finishing the Job' achievement.

Tweaks/Improvements
  • Changed how you unlock new regions. Each region now has a 'cartel influence' level associated with it. You must reduce this influence to a certain level before you can progress to the next region.

  • Stan now uses a shop interface instead of dialogue for selling weapons.

  • In multiplayer, you can view the dialogue of other players talking to NPCs.

  • Deals are now cancelled when the assigned dealer is dead/unconscious.

  • Unconscious NPCs who drop into the ocean are now killed.

  • Dead/unconscious NPCs can now be pickpocketed.

  • You can now pickpocket police.

  • If you attack a customer, they will not order from you for 72 hours.

  • Tweaks the braking properties of all vehicles.

  • Non-police NPCs can now use ranged weapons.

  • Police and NPCs in combat will now sometimes predict future target position instead of pathing directly to the target.

  • Tweaked flashlight brightness.

  • Turned off JSON pretty-print for the trash save file, offering a reduction in file size.

  • Reduced the resell multiplier of all weapons.

  • You can now interrupt an incremental reload (revolver + shotgun) by clicking the LMB.

  • Customers now carry the cash that is required to pay for an upcoming deal.

Bug fixes
  • Fixed various mislabellings in employee tutorial quests.

  • Fixed two light beams being visible when the flashlight is equipped.

  • Fixed scuffed NPC ragdoll LODs/culling.

  • Fixed some missing walls at Hyland Medical.

  • Fixed third-person recoil animation for the M1911 and Revolver.

  • Fixed the networth calculator algorithm not factoring in some item quantities.

  • Fixed vehicle impacts doing too much damage to NPCs.

  • Fixed some missing fonts.

  • Fixed textured z-fighting on the northern waterfront.

  • Fixed dealer/supplier recommendation dialogue starting even if the customer was served by a dealer.

  • Fixed a bug where item stock limits could be ignored by using the custom amount selector.

  • Fixed missing colliders at the car wash.

  • Fixed Tobias' name misspelling.

I'm flying from Australia to Seattle later today to attend PAX West, and I'll be in the US until mid-September. We'll be running another community vote next week, and I'll get to work on the winning update as soon as I'm home next month - lots more cool stuff coming this year. I'm also looking into getting some office space and bringing on one or two full-time developers. Stay tuned!

Thanks for reading,

Tyler

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How v0.4.0: Rival Cartel went

Open Beta Patch v0.4.0f3

Added 4
  • Added graffiti cleaner to remove graffiti from surfaces
  • Added a third loading bay to Hyland Manor
  • Added more graffiti locations
  • Added labels to the map for Stash & Dash and Hyland Range
Changed 9
  • You can now interrupt an incremental reload (revolver + shotgun) by clicking the LMB
  • Spray Paint now contains a limited amount of paint to prevent disconnections in multiplayer with drawings containing many strokes
  • Adjusted 'Unfavourable Agreements' quest start conditions to begin only after completing 'Mixing Mania' AND having 5 customers in Westville
  • Customers now carry the cash required to pay for upcoming deals
  • 'Spray Paint now available for purchase' is now displayed when you rank up
  • Increased cartel deal payment multiplier from 0.6 to 0.65
Fixed 7
  • Fixed police abandoning pursuit before the player has actually escaped
  • Fixed Thomas' car sometimes getting stuck outside of the map
  • Fixed 'Unfavourable Agreements' quest starting for legacy saves that have already progressed past Westville
  • Fixed graffiti spray audio continuously cutting out
  • Fixed missing font in the Shred Shack
  • Fixed Tobias' name misspelling
  • Fixed Lab Oven missing material
Additions
  • Added graffiti cleaner. This can be used to remove graffiti from a surface.

  • Added a third loading bay to Hyland Manor.

  • Added more graffiti locations.

  • Added labels to the map for Stash & Dash and Hyland Range.

Tweaks/Improvements
  • You can now interrupt an incremental reload (revolver + shotgun) by clicking the LMB.

  • Spray Paint now contains a limited amount of paint. This is mostly so that drawings with lots of strokes don't cause disconnections in multiplayer.

  • Adjusted 'Unfavourable Agreements' quest start conditions. This quest will now begin only once you've completed 'Mixing Mania' AND have 5 customers in Westville.

  • Customers now carry the cash that is required to pay for an upcoming deal.

  • 'Spray Paint now available for purchase' is now displayed when you rank up.

  • Increased cartel deal payment multiplier from 0.6 -> 0.65.

  • Reduced storage unit cost to $4,000

  • Tweaked cartel deal product quantities.

  • Reduced graffiti draw distance.

Bug fixes
  • Fixed police abandoning pursuit before the player has actually escaped.

  • Fixed Thomas' car sometimes getting stuck outside of the map.

  • Fixed 'Unfavourable Agreements' quest starting for legacy saves that have already progressed past Westville.

  • Fixed graffiti spray audio continuously cutting out.

  • Fixed missing font in the Shred Shack.

  • Fixed Tobias' name mispelling.

  • Fixed Lab Oven missing material.

  • Fixed some missing colliders at the car wash.

  • Fixed the Taco Ticklers graffiti location.

  • Fixed texture clipping at the northern waterfront.

  • Fixed NPCs teleporting back to land after being thrown into the ocean unconscious.

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How Open Beta Patch v0.4.0f3 went

Open Beta Patch v0.4.0f2

Added 2
  • Add graffiti system allowing players to spray graffiti on various surfaces around the map to reduce cartel influence and gain XP
  • Add spray paint item purchaseable at Gas Mart, with 1x spray can available each time you rank up
Changed 5
  • Adjust cartel activity cooldowns
  • Reduce the resell multiplier of all weapons
  • Disable cartel passive influence gain
  • Turn off JSON pretty-print for the trash save file to reduce file size
  • Increase police pickpocket difficulty
Fixed 13
  • Fix missing soil material
  • Fix cartel dealers not working outside of Westville
  • Fix cartel deal cash payments not appearing for non-hosts
  • Fix manor tunnel resetting on reload
  • Fix manor state (original, destroyed, rebuilt) resetting on reload
  • Fix region unlocked popup sometimes not displaying
Additions
  • Added graffiti system. You can spray graffiti on various surfaces around the map to reduce cartel influence and gain XP.

  • Added spray paint item. Purchaseable at Gas Mart. You can purchase 1x spray can each time you rank up.

Tweaks/Improvements
  • Adjusted cartel activity cooldowns.

  • Reduced the resell multiplier of all weapons.

  • Disable cartel passive influence gain.

  • Turned off JSON pretty-print for the trash save file, offering a reduction in file size.

  • Increased police pickpocket difficulty.

Bug fixes
  • Fixed missing soil material.

  • Fixed cartel dealers not working outside of Westville.

  • Fixed cartel deal cash payments not appearing for non-hosts.

  • Fixed manor tunnel resetting on reload.

  • Fixed manor state (original, destroyed, rebuilt) resetting on reload.

  • Fixed region unlocked popup sometimes not displaying.

  • Fixed region unlocked popup repeating for Westville.

  • Fixed cartel influence not being synced in multiplayer.

  • Fixed wonky compass cardinal direction indicators.

  • Fixed multiplayer disconnect when knocking on Pillville.

  • The cartel influence slider is no longer draggable by the player.

  • Fixed dealers not notifying you when they are out of product.

  • Fixed manor loading docks.

  • Fixed multiplayer disconnection when you fail pickpocketing as a non-host.

  • Fixed vehicle AI not parking.

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How Open Beta Patch v0.4.0f2 went

Patch v0.3.6f6

Added 1
  • Added off-road skateboard
Changed 3
  • Skateboard stamina consumption is now gradual rather than instant
  • Tweaked some IK constraints for skateboard animations
  • Modified the pawn shop's pricing algorithm to be a bit less predictable
Fixed 10
  • Fixed not being able to knock on the door of the tall brick building next to the overpass
  • Fixed not being able to knock on the doors of the blue apartment building
  • Fixed skateboard pushing consuming excessive stamina
  • Fixed mis-indexed loading bays at the docks warehouse
  • Fixed broken font at the French restaurant
  • Fixed customers accepting unpackaged product even when displayed success chance is 1%

Additions

  • Added off-road skateboard

Tweaks/Improvements

  • Skateboard stamina consumption is now gradual rather than instant.

  • Tweaked some IK constraints for skateboard animations.

Bug fixes

  • Fixed not being able to knock on the door of the tall brick building next to the overpass.

  • Fixed not being able to knock on the doors of the blue apartment building.

  • Fixed skateboard pushing consuming excessive stamina.

  • Fixed mis-indexed loading bays at the docks warehouse.

  • Fixed broken font at the French restaurant.

  • Fixed customers accepting unpackaged product, even when displayed success chance is 1%.

  • Fixed the packaging station Mk2 being slower to use for NPCs compared to Mk1.

  • Fixed Salvador coca seed pricing.

  • Fixed a networth calculation bug.

  • Fixed a random generation bug causing 'Aspen Death' to be a very common output.

  • Modified the pawn shop's pricing algorithm to be a bit less predictable.

Thanks for reading,

Tyler

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How Patch v0.3.6f6 went

Patch v0.3.6f5

Fixed 3
  • Community vote submissions are now tied to Steam IDs on the user-end, fixing an issue where multiple users couldn't each vote on the same machine
  • Fixed a font rendering bug
  • Fixed Nixon statue text

Tweaks/Improvements

  • Community vote submissions are now tied to Steam IDs on the user-end, fixing an issue where multiple users couldn't each vote on the same machine.

Bug fixes

  • Fixed a font rendering bug.

  • Fixed Nixon statue text.

Thanks for reading,

Tyler

View originalPermalink
How Patch v0.3.6f5 went

Patch v0.3.6f4

Added 1
  • Client-side community voting interface is now in the game
Changed 4
  • Consuming Cuke now applies energizing effect
  • Consuming Red Balls now applies athletic effect
  • Footsteps are now quieter when under the effects of sneaky
  • Energizing and athletic effects now prevent the player from sleeping while they are active
Fixed 2
  • Fixed Albert Hoover's message conversation being preemptively visible
  • Fixed the drug effect wear-off timer not working at 4 AM

Tweaks/Improvements

  • Consuming Cuke now applies 'energizing' effect.

  • Consuming Red Balls now applies 'athletic' effect.

  • Footsteps are now quieter when under the effects of 'sneaky'.

  • Energizing and athletic now prevent the player from sleeping while they are active.

  • The client-side community voting interface is now in the game - you'll see it pop up as soon as the first vote opens later today.

Bug fixes

  • Fixed Albert Hoover's message conversation being preemptively visible.

  • Fixed the drug effect wear-off timer not working at 4 AM.

Thanks for reading,

Tyler

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How Patch v0.3.6f4 went

v0.3.6: Filters, Employee Tweaks, Save System Improvements

Added 3
  • Add lockers as a space-efficient alternative to employee beds with increased storage capacity
  • Add item slot filters to set whitelists or blacklists on slots for employee item placement
  • Add employee property transfers
Changed 6
  • Increase storage unit employee capacity to 3
  • Consolidate all NPC save files
  • Consolidate property save files
  • Consolidate business save files
  • Change trash can pickup area from circular to square
  • Make trash can pickup area visible while placing the trash can
Fixed 7
  • Fix occasional NPC long-distance pathing failures
  • Fix occasional employee pathing failures
  • Fix employees sometimes attempting to pick up items that they don't have inventory capacity for
  • Fix botanist-related performance issue
  • Fix police showing question marks above their heads while unconscious
  • Fix viewmodel drifting
  • Fix incorrect statement regarding how dealers are unlocked

Hi everyone,

I'm happy to say v0.3.6 is now finally fully released! This update includes new item slot filters, which will allow you to tell your employees which items you want or don't want in a particular slot. Employee beds have been replaced with space-saving lockers (although you can still use beds if you really want to!), and I've rewritten a large chunk of the saving system, which should dramatically improve saving times and make Steam cloud syncs much more speedy and reliable.

Apologies, this update has taken a bit longer than usual - it's been a hectic past few weeks. I was in surgery for wisdom teeth removal about 2 weeks ago, I have had to spend quite a lot of time recording/documenting the game for AU classification, I'm back to uni this week, and I've been dealing with some other things going on behind the scenes. Nevertheless, I'm excited to get back into the swing of things and get to work on the first major Schedule I update.

Speaking of which, I've been setting up the infrastructure needed for the community voting system, and I'm happy to say everything is now in place. We'll be running the first vote this coming week - you'll see a prompt to vote in the main menu as soon as the voting period opens.

Additions

  • Added lockers. These will be replacing employee beds. For compatibility reasons, employees will still be assigned to beds in existing saves, but going forward, you can use lockers instead, which are more space-efficient and can store more stuff.

  • Added item slot filters. You can now set whitelists or blacklists on slots to tell employees which items should or shouldn't go in a particular slot.

  • Added employee property transfers.

Tweaks/Improvements

  • Increased storage unit employee capacity to 3.

  • Consolidated all NPC save files.

  • Consolidated property save files.

  • Consolidated business save files.

  • Changed the trash can pickup area to be square instead of circular.

  • The trash can pickup area is now visible while you're placing the trash can.

Bug fixes

  • Fixed occasional NPC long-distance pathing failures.

  • Fixed occasional employee pathing failures.

  • Fixed employees sometimes attempting to pick up items that they don't have the inventory capacity for.

  • Fixed botanist-related performance issue.

  • Fixed police showing question marks above their heads while they're unconscious.

  • Fixed viewmodel drifting.

  • Fixed an incorrect statement regarding how dealers are unlocked.

Thank you, everyone!!

Tyler

View originalPermalink
How v0.3.6: Filters, Employee Tweaks, Save System Improvements went

Open Beta Patch v0.3.6f1

Added 4
  • Add copy filter option to filter configuration menu
  • Add paste filter option to filter configuration menu
  • Add apply filter to sibling slots option to filter configuration menu
  • Add clear filter option to filter configuration menu
Changed 1
  • Employee lockers now have colour differentiation depending on the type of assigned employee
Fixed 4
  • Fix employee quests still saying 'assign bed'
  • Fix employees not leaving the property after being fired
  • Fix supplier messages sometimes disappearing
  • Fix incorrect statement regarding how dealers are unlocked

Hey everyone, sorry about the delay on getting the update fully released - I had all 4 wisdom teeth taken out last Monday and have been more zoinked out than the residents of Hyland Point. I'm back on my feet now, and I'm hoping to get v0.3.6 fully released early this week. In the meantime, here's a new patch for the open beta:

Additions Added the following options to the new filter configuration menu:

  • Copy filter

  • Paste filter

  • Apply filter to sibling slots

  • Clear filter

Tweaks/Improvements

  • Employee lockers now have a slight colour differentiation depending on the type of assigned employee.

Bug fixes

  • Fixed employee quests still saying 'assign bed'.

  • Fixed employees not leaving the property after being fired.

  • Fixed supplier messages sometimes disappearing.

  • Fixed an incorrect statement regarding how dealers are unlocked.

Thanks for reading! Tyler

View originalPermalink
How Open Beta Patch v0.3.6f1 went

v0.3.5: Jukebox, Storage Unit

Added 4
  • Add jukebox purchaseable from Bleuball's boutique for $1500 that can play 19 existing OST tracks and 8 new Jukebox tracks
  • Add storage unit property at the north end of the overpass
  • Add save export feature
  • Add save import feature
Changed 1
  • Consolidate individual save files into larger combined files to improve save times and Steam Cloud Sync reliability
Fixed 2
  • Fix loading docks being unselectable at the barn and the docks warehouse
  • Fix online balance being $100 on a fresh save

Hey everyone,

This update adds a brand new purchasable Jukebox. This Jukebox can play any of the 19 tracks in the OST, as well as 8 brand new Jukebox tracks composed by KAESUL. There's also a new storage unit property at the north end of the overpass. I've also started consolidating a number of save files to hopefully improve save/load times and Steam Cloud Sync reliability.

Additions

  • Added jukebox. Purchaseable from Bleuball's boutique for $1500.

  • Added storage unit property.

  • Added save export feature.

  • Added save import feature.

Tweaks/Improvements

  • Consolidated a number of individual safe files into larger combined files. This should improve save times and work a bit better with Steam Cloud Sync.

Bug fixes

  • Fixed loading docks being unselectable at the barn and the docks warehouse.

  • Fixed online balance being $100 on a fresh save.

I'm hard at work on the next update. It'll include a number of improvements to the employees, including:

  • Replacing employee beds with lockers.

  • Item slot filters - used to indicate which items you want to be in different slots.

  • Transferring employees between properties.

  • Changing trash can pickup area from circular to square.

  • Fixing any remaining employee logic/pathfinding bugs.

Stay tuned! I'll probably stream some of this work on my (https://www.twitch.tv/tyler_tvgs).

Thanks for reading, Tyler

View originalPermalink
How v0.3.5: Jukebox, Storage Unit went

Patch v0.3.4f8

Added 2
  • You can now access the inventory of your employees by talking to them and selecting 'I need to access your inventory'
  • Added new graffiti art
Changed 3
  • Broken vending machines and ATMs now repair after only a single sleep instead of 2 days
  • Renamed suggestions to feedback in the feedback form
  • Consolidated saved entities for mixes, vending machines, ATMs, store pallets, and dead drops into larger combined files to improve save time, reliability, and Steam Cloud sync time
Fixed 9
  • Fixed chemists sometimes causing cauldrons to become unusable
  • Fixed botanists sometimes causing drying racks to become unusable
  • Fixed NPC summoning not working on Mick's house
  • Fixed some issues in Mick's schedule that may have caused him to not appear at the pawn shop
  • Fixed the first escape button click being ignored
  • Fixed OG Kush being listed for sale by default in a fresh save
Removed 1
  • Removed the optional email field from the feedback form

Tweaks/Improvements

  • You can now access the inventory of your employees by talking to them and selecting 'I need to access your inventory'.

  • Added some new graffiti art.

  • Broken vending machines and ATMs will now repair after only a single sleep (previously it took 2 days).

  • Removed the optional email from the feedback form. This was rarely used and mostly just unnecessary clutter.

  • Renamed suggestions -> feedback in the feedback form.

  • Consolidated a number of saved entities into larger, combined files. This should improve save time, reliability, be less prone to bugs, and improve Steam Cloud sync time. The following types of entities were consolidated: your mixes, vending machines, ATMs, store pallets, and dead drops.

Bug fixes

  • Fixed chemists sometimes causing cauldrons to become unusable.

  • Fixed botanists sometimes causing drying racks to become unusable.

  • Fixed NPC summoning not working on Mick's house.

  • Fixed some issues in Mick's schedule that may have been the cause of him sometimes not appearing at the pawn shop.

  • Fixed the first 'escape' button click being ignored.

  • Fixed OG Kush being listed for sale by default in a fresh save.

  • Fixed save game version label alignment.

  • Fixed items in pallets, dead drops, etc sometimes persisting across different saves files.

  • Fixed ATM/Vending machine being unusable, but not visually broken after exiting and reloading the game.

More bug fixes and refinements coming next week ːsteamhappyː And more content coming after that - I'm planning to introduce a new property as well as a new purchaseable jukebox/radio object. Stay tuned!

Tyler

View originalPermalink
How Patch v0.3.4f8 went

v0.3.4: Pawn Shop, Fancy Stuff, and More

Added 20
  • Added Bleuballs Boutique interior and functionality
  • Added Pawn Shop interior and functionality to sell items to Mick
  • Added wooden sign wall decoration
  • Added metal sign wall decoration
  • Added wall-mounted shelf
  • Added safe
Changed 5
  • Improved the counteroffer product selection interface
  • Improved phrasing for customer recommendation dialogue
  • Increased jar stack size to 20
  • Supplier meeting icons in the map app now include the supplier's name
  • Time skips such as sleeping now affect the supplier meeting countdown
Fixed 4
  • Fixed delivery destination dropdown overflowing outside of phone screen
  • Fixed player lists sometimes not clearing properly when exiting to menu
  • Fixed non-host clients sometimes not receiving 'on day pass' and 'on week pass' events
  • Fixed a bug where item slot filters could be bypassed by swapping items
Removed 1
  • Removed the cooldown timer for requesting a meeting with a supplier

Hey everyone,

The first content update for Schedule I is here! This update includes a functional pawn shop, boutique store, wall decorations, and more! Check out the full patch list below. Sorry the update is a bit later than expected - I'm still ironing out the update/testing process. Things will be running a lot smoother (and on time) when I do larger monthly updates (starting next month).

Additions

  • Added Bleuballs Boutique interior and functionality.

  • Added Pawn Shop interior and functionality. You can now sell pretty much anything (excluding product) to Mick at the pawn shop.

  • Added wooden sign.

  • Added metal sign.

  • Added wall-mounted shelf.

  • Added safe.

  • Added antique wall lamp.

  • Added modern wall lamp.

  • Added grandfather clock.

  • Added Ol' Man Jimmy's Whiskey. Liquor is decorative for the time being but will become functional in a future update.

  • Added Château La Peepee.

  • Added Brut du Gloop.

  • Added silver watch.

  • Added gold watch.

  • Added silver chain.

  • Added gold chain.

  • Added gold bar.

  • Added 6 different paintings for you to collect.

  • Added toilet (pre-owned).

  • Added golden toilet.

Tweaks/Improvements

  • Improved the counteroffer product selection interface.

  • Improved phrasing for customer recommendation dialogue.

  • Increased jar stack size to 20.

  • Added some extra null checks and validity checks.

  • Supplier meeting icons in the map app now include the supplier's name.

  • Removed the cooldown timer for requesting a meeting with a supplier.

  • Time skips (e.g. sleeping) now affect the supplier meeting countdown.

Bug fixes

  • Fixed delivery destination dropdown overflowing outside of phone screen.

  • Fixed player lists sometimes not clearing properly when exiting to menu.

  • Fixed non-host clients sometimes not receiving 'on day pass' and 'on week pass' events.

  • Fixed a bug where item slot filters could be bypassed by swapping items.

My next focus will be on taking care of any remaining bugs. My top priorities are:

  • Making sure employees are working consistently and without issue.

  • Preventing save games getting corrupted/disappearing. I've met with some folks at Valve and got some great insight into how I can improve the save file format so that it plays a bit nicer with Steam Cloud saves, as well as being less prone to corruption.

  • Minimizing disconnections and loading issues in multiplayer.

I'm also looking into improving optimization. I'd like to get Steam Deck officially supported as soon as possible, so that'll act as my performance benchmark.

Thanks for reading, Tyler

View originalPermalink
How v0.3.4: Pawn Shop, Fancy Stuff, and More went

Post-launch Patch #6 + Alternate Version

Added 2
  • Added alternate version using Mono scripting backend instead of IL2CPP for improved crash stability
  • Added cleartrash command to improve performance when many trash items are present
Changed 1
  • Chemists can now be assigned up to 4 stations instead of 3
Fixed 6
  • Fixed mixing colliders behind the Slop Shop
  • Fixed not being able to knock on the door of the tall building next to the overpass
  • Fixed player speed multiplier not resetting after exiting and reloading
  • Fixed warehouse NPCs not returning to their jobs after attacking the player
  • Fixed employees being able to be assigned to stuff at other properties
  • Fixed being able to pick up items while on a skateboard

Hey everyone,

Hey everyone, here's the 6th post-launch patch. I've fixed a number of bugs and made a couple of minor tweaks. I've also created what I'm calling the alternate version of the game for anyone who is experiencing crashes. You can read more below.

Alternate version The alternate version is identical to the normal version, except it uses a different scripting backend (Mono instead of IL2CPP). This scripting backend isn't quite as performant as the normal version, but it generally handles errors a bit better and is less prone to crashing. If you're experiencing consistent crashes in the default version, I'd recommend trying it out. You can opt into the alternate version the same way as switching to the beta version - a video tutorial can be viewed (https://youtu.be/xeS7bCwXJ7U?si=ia64_AUeZnWXpAbB).

If people find that the alternate version results in fewer crashes, I'll continue to maintain this version and keep it updated to match the default version. Even if the alternate version doesn't fix the crashing, it'll at least send me bug reports with more info compared to the default version.

Additions

  • Added alternate version.

  • Added 'cleartrash' command. Useful if you're experiencing performance drops due to lots of trash items.

Tweaks/Improvements

  • Chemists can now be assigned up to 4 stations (up from 3).

Bug fixes

  • Fixed mixing colliders behind the Slop Shop.

  • Fixed not being able to knock on the door of the tall building next to the overpass.

  • Fixed player speed multiplier not resetting after exiting and reloading.

  • Fixed warehouse NPCs not returning to their jobs after attacking the player.

  • Fixed employees being able to be assigned to stuff at other properties.

  • Fixed being able to pick up items while on a skateboard.

Thanks for reading, Tyler

View originalPermalink
How Post-launch Patch #6 + Alternate Version went

Post-launch Patch #5

Added 1
  • Add an active display setting to choose which monitor the game displays on
Changed 6
  • Botanists will now automatically move product from their supplies to drying racks
  • Owned vehicles are now visible on the map app
  • Implement validity checks and failsafes for NPC pathfinding and warping to prevent crashes
  • Refactor employee item movement behaviour to be smarter
  • Implement NPC effects culling at a certain distance to improve performance
  • Make the drying rack dry button non-interactable if the input slot is reserved by an employee
Fixed 9
  • Fix non-host clients sometimes not being able to hit or stand in blackjack
  • Fix a quest UI bug that was sometimes causing infinite loading screens in multiplayer
  • Fix clipboard selections not reassigning without first manually clearing the existing selection for employee beds and botanist supplies
  • Fix the dealer sometimes preemptively revealing its hand to non-host players in blackjack
  • Fix first-person jacket looking janky
  • Fix Master Chef achievement being rewarded prematurely

Hey everyone,

I hope you've had a great weekend! The 5th post-launch patch is here. In this patch, I've fixed a number of employee bugs, multiplayer bugs, and casino bugs. I've also implemented a number of pathfinding validity checks to hopefully prevent a lot of crashes.

Tweaks/Improvements

  • Added an active display setting to choose which monitor the game displays on.

  • Botanists will now automatically move product from their supplies to drying racks.

  • Owned vehicles are now visible on the map app.

  • Implemented a few validity checks/failsafes for NPC pathfinding and warping. I think this was one of the primary causes of crashing on certain chipsets (thanks to Chi Chi on Discord for bringing this to my attention).

  • Refactored employee item movement behaviour to be a bit smarter.

  • Implemented NPC effects culling at a certain distance to improve performance.

Bug fixes

  • Fixed non-host clients sometimes not being able to hit/stand in blackjack.

  • Fixed a quest UI bug that was sometimes causing infinite loading screens in multiplayer.

  • Fixed clipboard selections not reassigning without first manually clearing the existing selection (employee beds, botanist supplies, etc).

  • Fixed the dealer sometimes preemptively revealing its hand to non-host players in blackjack.

  • Fixed first-person jacket looking janky.

  • Fixed 'Master Chef' achievement being rewarded prematurely.

  • Fixed some property null references that were causing multiplayer loading/desync issues.

  • The drying rack 'dry' button is now non-interactable if the input slot is reserved by an employee.

  • Fixed NPC 'stay in building' behaviour sometimes causing errors for non-host players.

  • Fixed NPC voiceover emitters sometimes throwing a null reference.

I've started work on the first content update and am planning to release it this weekend. I'll be posting some sneak peeks soon - stay tuned!

Thanks for reading, Tyler

View originalPermalink
How Post-launch Patch #5 went

Post-launch Patch #4

Added 4
  • Write permissions auto checker to detect file writing permission issues and display instructions in the main menu
  • Automatic bug reporting for multiplayer join failures
  • Bug report category for employees
  • Automatic bug report submission if loading into a multiplayer game takes more than 90 seconds
Changed 1
  • Product names are now made file-safe before attempting to save
Fixed 6
  • Pathfinding bugs affecting employees
  • Bug where employees sometimes could not place items if the destination is almost at full capacity
  • Vehicle trunks duplicating items
  • Duplicated text appearing in the management clipboard
  • Janky colliders in the post office
  • 'I'm stuck' button not working in the prologue

Hey everyone,

The 4th post-launch patch is here. In this update, I've fixed a number of employee bugs and multiplayer issues.

There have been a few saving/loading issues, and I think this is primarily due to Windows permissions preventing Schedule I from writing files during the save process. As far as I know, this only occurs for a relatively small percentage of players. To help detect and fix this issue, I've created a system that will detect when there is a file writing permissions issue and display a pop-up in the main menu that provides instructions to resolve the issue.

Tweaks/Improvements

  • Added write permissions auto checker.

  • Added automatic bug reporting for multiplayer join fails.

  • Added a bug report category for employees.

  • A bug report is now automatically submitted if it takes more than 90 seconds to load into a multiplayer game.

  • Product names are now made file-safe before attempting to save.

Bug fixes

  • Fixed a number of employee pathfinding bugs.

  • Fixed a bug involving employees sometimes not being able to place items if the destination is almost at full capacity.

  • Fixed vehicle trunks duplicating items.

  • Added a check to prevent duplicated text in the management clipboard.

  • Fixed a number of janky colliders in the post office.

  • Fixed 'I'm stuck' button not working in the prologue.

Thank you for reading! Tyler

View originalPermalink
How Post-launch Patch #4 went

Post-launch Patch #3

Added 2
  • Add 'include save file' option to the in-game bug reporting tool, ticked by default
  • Add more categories to choose from when reporting a bug
Changed 1
  • Change 'include screenshot' to no longer be ticked by default when selecting a bug
Fixed 11
  • Fix employees sometimes placing non-applicable items into the ingredient slot of mixing machines
  • Add position checks for employees to prevent invalid position assignments
  • Fix null NPC element in a list causing a black screen when sleeping
  • Fix trash bag contents disappearing on save/load
  • Increase client timeout threshold to 30s to allow clients to receive all necessary data when loading into a late-game save without timing out
  • Fix internal 'brick' item being created when unpackaging a brick at a packaging station

Hey everyone,

Here's the 3rd post-launch patch for Schedule I. I've a number of bugs and added the option to include your save file with your in-game bug report. This will allow me to track down and fix issues much faster than previously possible.

Tweaks/Improvements

  • Added 'include save file' option to the in-game bug reporting tool (ticked by default).

  • Added more categories to choose from when reporting a bug.

  • 'Include screenshot' is no longer ticked by default when selecting a bug.

Bug fixes

  • Fixed employees sometimes placing non-applicable items into the ingredient slot of mixing machines.

  • Some position checks were added for employees to prevent invalid position assignments. I believe this was having a knock-on effect and causing a few other bugs.

  • Fixed null NPC element in a list causing a black screen when sleeping.

  • Fixed trash bag contents disappearing on save/load.

  • Increased client timeout threshold to 30s - this should allow for clients to receive all necessary data when loading into a late-game save without timing out.

  • The internal 'brick' item is no longer created when unpackaging a brick at a packaging station.

  • Fixed a misspelling in a supplier message.

  • Added some more validity checks to stored items, preventing other resultant bugs.

  • Fixed businesses, sometimes adding themselves to the 'owned businesses' list several times, which caused some other bugs.

  • Fixed NPCs entering/exiting Randy's Bait & Tackle incorrectly.

  • Added some null checks to handler transit routes.

If you're experiencing any bugs that haven't yet been fixed, don't worry - releasing daily patches will be my top priority until the game is stable for everyone.

I really appreciate all the bug reports I've been getting - they genuinely do help me out a lot. Unfortunately, I can't personally reply to most reports, but I promise all major issues will be addressed as quickly as possible.

Thank you for reading! Tyler

View originalPermalink
How Post-launch Patch #3 went

Post-launch Patch #2

Fixed 16
  • Chemists are now able to use the Mixing Station Mk2
  • Items are no longer picked up when aiming at them with a gun
  • Pots are now properly filled by the soil pourer
  • Fixed Uncle Nelson phone call which incorrectly stated that the Chinese restaurant room costs $500
  • Stations and pots are now unassigned from employees when picked up
  • Botanists no longer get stuck trying to pick up items that have been removed from their supplies

Hey everyone,

Here's the 2nd post-launch patch for Schedule I. I've addressed a number of bugs in this update. You can check out the full list below.

Bug fixes

  • Fixed chemists not being able to use the Mixing Station Mk2.

  • Items are no longer picked up when aiming at them with a gun.

  • Fixed pots sometimes not being filled by the soil pourer.

  • Fixed an Uncle Nelson phone call which incorrectly stated that the Chinese restaurant room costs $500.

  • Fixed stations/pots not being unassigned from employees when picked up.

  • Fixed botanists getting stuck trying to pick up an item that has been removed from their supplies.

  • Fixed 'Zombifying' effects not clearing properly.

  • Fixed player appearance reverting after getting a haircut or tattoo.

  • Fixed NPCs walking through some vehicles.

  • Fixed UI getting bugged out by other players using a management clipboard.

  • Fixed non-host players exiting to the menu when having their vehicle searched at a checkpoint.

  • The player should now be searched by the closest officer at a checkpoint.

  • Fixed an employee configuration error that I believe was causing black screens when sleeping.

  • Fixed employees not uninitializing themselves, causing a number of other bugs.

  • Fixed a bug causing chemists to make mixing stations unusable.

  • Fixed chemist animation not looping properly.

Apologies to anyone who has experienced any bugs - I'm going to continue releasing daily post-launch patches until all major issues are taken care of. Thank you for your patience :)

Thanks for reading, Tyler

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How Post-launch Patch #2 went

Post-Launch Patch #1

Fixed 2
  • Prevent massive amounts of debt from accumulating in the game
  • Clear existing debt

Hey everyone,

This is a small patch to address the debt problem (-2 billion dollars bug). I'm still working on finding the root cause of this issue, but this patch should at least prevent massive amounts of debt from piling up. It should also clear any existing debt. Apologies for the inconvenience!

Thanks for reading, Tyler

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How Post-Launch Patch #1 went

v0.2.9: New Ambient Music, Optimization, Map Additions

Added 4
  • Add a new afternoon ambient music track
  • Add Thrifty Threads clothing store
  • Add signage to the pharmacy
  • Add more interior decoration to Taco Ticklers
Changed 5
  • Rank-ups now happen after the daily summary when you sleep, rather than during gameplay
  • Limit max concurrent deployed police vehicles to 5
  • Make police a bit easier to escape
  • Simplify the view friend of unlocked customer part of the On the Grind quest
  • Improve performance and minimize memory usage
Fixed 4
  • Fix product must be packaged warning not working
  • Fix dealer contracts not expiring, which could cause dealers to stop working
  • Fix a couple of saving system bugs
  • Fix item registry sometimes not removing created products when exiting from a co-op game

Hello everyone,

This update adds a brand new afternoon ambient music track, courtesy of my friend (https://www.instagram.com/_kaesul_/), who has also composed the rest of the Schedule I OST. You can check out KAESUL on (https://www.instagram.com/_kaesul_/), (https://www.youtube.com/@kaesul9107), and TikTok.

I've added an interior to the clothing store (though keep in mind clothes can only be bought in the full game) and added more detail to Taco Ticklers.

I've also made a number of improvements that should hopefully get you a few extra frames and minimize memory usage.

Additions

  • Added a new afternoon ambient music track.

  • Added 'Thrifty Threads' clothing store.

  • Added some signage to the pharmacy.

  • Added more interior decoration to Taco Ticklers.

Tweaks/Improvements

  • Rank-ups now happen after the daily summary when you sleep, rather than during gameplay.

  • Limited max concurrent deployed police vehicles to 5.

  • Made police a bit easier to escape.

  • Simplified the 'view friend of unlocked customer' part of the 'On the Grind' quest.

  • Fixed 'product must be packaged' warning not working.

Bug fixes

  • Fixed 'product must be packaged' warning not working.

  • Fixed dealer contracts not expiring, which could cause dealers to stop working.

  • Fixed a couple of saving system bugs.

  • Fixed item registry sometimes not removing created products when exiting from a co-op game.

  • Stay tuned for the release date/price announcement very soon!

Thanks for reading! Tyler

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How v0.2.9: New Ambient Music, Optimization, Map Additions went

v0.2.8: Mixing Station MK II

Added 3
  • Add Mixing Station MK II with auto-insertion feature, faster mixing, and increased mix limit of 20 items at once
  • Add relationship indicator to the messages app
  • Add automatic game data and metadata restoration feature to keep saves playable even if those files are lost or corrupted
Changed 6
  • Increase the stack limit of all ingredients to 20
  • Make the player harder for NPCs to see when inside a dumpster
  • Improve the 3rd hold trash grabber pose
  • Increase vehicle kinematic mode optimization threshold distance to 40m
  • Change metal doors to have a different knock sound
  • Combine NPC avatar textures in the editor to decrease memory usage and give a slight performance boost
Fixed 9
  • Fix NPCs ragdolling for no reason
  • Fix customers accepting deal offers immediately after a rejection
  • Fix customers keeping product even after rejecting an offer
  • Fix unconscious NPCs opening doors
  • Fix alignment of cash slot highlight
  • Fix cash slots exceeding $1000

Hey everyone!

This update introduces the Mixing Station MK II. This upgraded version of the mixing station features an auto-insertion feature, faster mixing, and an increased mix limit of 20 items at once. I've also fixed a number of bugs and made some optimizations.

Additions

  • Added Mixing Station MK II.

  • Added a relationship indicator to the messages app.

Tweaks/Improvements

  • Increased the stack limit of all ingredients to 20.

  • The player is now harder for NPCs to see when inside a dumpster.

  • Improved the 3rd hold trash grabber pose.

  • Increased vehicle kinematic mode optimization threshold distance to 40m.

  • Metal doors now have a different knock sound.

  • NPC avatar textures are now combined in the editor, decreasing memory usage and giving a slight performance boost.

  • An automatic game data and metadata restoration feature was added to keep saves playable even if those files are lost or corrupted.

Bug fixes

  • Fixed NPCs ragdolling for no reason.

  • Fixed customers accepting deal offers immediately after a rejection.

  • Fixed customers keeping product even after rejecting an offer.

  • Fixed unconscious NPCs opening doors.

  • Fixed alignment of cash slot highlight.

  • Fixed cash slots exceeding $1000.

  • Fixed hole in demo barrier.

  • Fixed being able to place items into NPC inventory slots even before unlocked.

  • Fixed items being ordered incorrectly in the shop interface.

This will be the last significant content addition to the demo, although I will continue adding QoL improvements, bug fixes, and minor features. Next week will bring a new ambient music track.

Thanks for reading! Tyler

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How v0.2.8: Mixing Station MK II went

v0.2.7: More Effects, Mixing Changes

Added 4
  • Add paranoia, sneaky, disorienting, and spicy effects
  • Add camera bob settings
  • Add barbershop and tattoo parlour interiors
  • Add overalls to the character creator
Changed 8
  • Rewrite the mixing algorithm for more consistency, logic, and extensibility
  • Improve a number of existing effects
  • Change the appearance of Anna and Peggy to make them more visually distinct
  • Change the offline networking transport
  • Generate product names deterministically so everyone gets the same suggested name for the same combination of ingredients
  • Improve ingredient detection in mixing station bowl
  • Make demo boundaries one-way so players outside the playable area are not stuck there
  • Prevent offering a deal to a customer while they are already waiting for a deal to be completed
Fixed 4
  • Fix ragdolls distorting
  • Fix impact sounds sometimes not playing
  • Fix vehicles sometimes glitching into the ground
  • Fix 'view on map' being inconsistent with 'show on map'

Hey all,

This week brings 4 new effects - paranoia, sneaky, disorienting, and spicy. I've also reworked the mixing algorithm so that it's a bit more logical and easier to configure and expand upon on my end. A new ingredient has also been added. I've also implemented several improvements to the existing effects.

Why rework the mixing algorithm?

The existing mixing system worked using a bunch of arbitrary numbers, and adding them together to determine if an existing effect can transform into a new effect. It was too random, overcomplicated and didn't feel like it followed any logical rules.

The new algorithm

I've designed the new system to allow me to easily define which effects are similar to other effects (e.g. energizing is similar to athletic, balding to gingeritis, etc) so that mixing operations are a bit more logical. It's still mostly trial and error but should be a bit more predictable.

Is this going to mess with my existing mixes?

No - the new system is set up to preserve any mix recipes you've already created.

Additions

  • Added paranoia, sneaky, disorienting, and spicy effects.

  • Added camera bob settings.

  • Added barbershop and tattoo parlour interiors.

  • Added overalls to the character creator.

Tweaks/Improvements

  • Improved a number of existing effects.

  • Rewrote the mixing algorithm for more consistency, logic, and extensibility.

  • Changed the appearance of Anna and Peggy to make them a bit more visually distinct.

  • Changed the offline networking transport.

  • Product names are now generated deterministically, meaning everyone should get the same suggested name for the same combination of ingredients.

  • Improved ingredient detection in mixing station bowl.

  • The demo boundaries are now one-way, so if you somehow find yourself outside of the demo playable area, you won't be stuck there.

  • You can no longer offer a deal to a customer while they're already waiting for a deal to be completed.

Bug fixes

  • Fixed ragdolls distorting.

  • Fixed impact sounds sometimes not playing.

  • Fixed vehicles sometimes glitching into the ground.

  • Fixed 'view on map' being inconsistent with 'show on map'.

Thanks for reading!

Tyler

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How v0.2.7: More Effects, Mixing Changes went

v0.2.6: Packaging Station Mk II

Added 4
  • Add Packaging Station Mk II, purchasable for $750 from Dan's Hardware after reaching Hoodlum V, featuring a rotating conveyor belt to position packaging under a nozzle for automatic product dropping and sealing
  • Add item splitting explanation screen
  • Add 'view on map' button to NPCs in the contacts app
  • Add a body search fail sound
Changed 2
  • Improve the 'give out a free sample' quest with extra steps for clarity
  • Slightly reduce the interface scale range
Fixed 6
  • Fix unlocked NPCs not syncing with non-host clients
  • Fix skateboards sometimes teleporting non-host clients outside the demo boundary
  • Fix taps sometimes being broken after use
  • Fix 'product will be packaged' warning clipping with other UI in the handover screen
  • Fix players being able to both use the same station/pot/tap if they both interact at the exact same time
  • Fix being able to both talk to an NPC if they both interact at the exact same time

Hi everyone,

This week I'm adding a new upgraded packaging station. It can be purchased for $750 from Dan's Hardware after you've reached Hoodlum V. It features a rotating conveyor belt that is used to position the packaging under a nozzle. The product is then dropped into the packaging, and the packaging is automatically sealed.

Additions

  • Added Packaging Station Mk II.

  • Added item splitting explanation screen.

  • Added 'view on map' button to NPCs in the contacts app.

  • Added a body search fail sound.

Tweaks/Improvements

  • Improved the 'give out a free sample' quest with some extra steps for clarity.

  • Slightly reduced the interface scale range.

Bug fixes

  • Fixed unlocked NPCs not syncing with non-host clients.

  • Fixed skateboards sometimes teleporting non-host clients outside the demo boundary.

  • Fixed taps sometimes being broken after use.

  • Fixed 'product with be packaged' warning clipping with some other UI in the handover screen.

  • Fixed players being able to both use the same station/pot/tap if they both interact at the exact same time.

  • Fixed being able to both talk to an NPC if they both interact at the exact same time.

Thanks for reading!

Tyler

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How v0.2.6: Packaging Station Mk II went

v0.2.5: Customer Improvements

Added 4
  • Added desperate customer requests where addicted customers can find you and ask for deals, with options to agree, ask them to follow you, or reject them (risking attack from violent customers)
  • Added instant offers allowing you to approach customers and ask if they want to make a deal on the spot, with customizable product and price selection
  • Added message delete button to hide conversations until new messages are received
  • Added bed to Gas-Mart to prevent soft-locking when you don't have a bed at night after the hardware store is closed
Changed 5
  • Pot fill percentage is now shown while pouring soil
  • Replaced the 3D hazmat suit with a 2D avatar texture for better performance and to prevent clipping issues
  • Reduced NPC type label in the messages app
  • Modified in-game bug reporting tool to include previous session logs
  • Police will now let each other know if they spot the target
Fixed 8
  • Fixed Cash for Trash machines in co-op
  • Fixed counter-offer price selector sometimes not working properly
  • Fixed harvested weed buds reappearing after exiting and reloading
  • Fixed mixing station breaking when two stations complete the same new mix at the same time
  • Fixed non-host clients still having counter-offer message responses after rejection
  • Fixed non-client inventories sometimes not loading correctly on rejoin
  • Fixed a rare issue where using a VPN would cause singleplayer not to load correctly
  • Fixed some police car chase AI bugs

Hi everyone,

I'm hard at work on the full game, but I'm still planning to do weekly updates for the demo up until next month. In this update, I've added a couple of new ways to interact with customers.

Desperate Customers

If a customer hasn't had a deal for a while, and they've built up a certain level of addiction, they'll come find you and ask for a deal on the spot. You can either agree to make a deal, ask them to follow you while you grab some product, or reject them. If you reject an addicted and violent customer, they might attack you!

Instant Offers

You can now approach any of your customers and ask them on the spot if they'd like to make a deal. If they haven't bought anything for a while, and you have a good enough relationship, they'll agree to make a deal. You can choose what to sell and set an asking price. Depending on the quality of the deal, they'll complete the deal or call it off.

Additions

  • Added desperate customer requests.

  • Added instant offers.

  • Added message delete button. The conversation will be hidden until a new message is received.

Tweaks/Improvements

  • Pot fill percentage is now shown while pouring soil.

  • Replaced the 3D hazmat suit with a 2D avatar texture. It's pretty much visually identical but should be a bit more performant and will prevent clipping issues.

  • Reduced NPC type label in the messages app.

  • Added bed to Gas-Mart. This is to prevent soft-locking if you don't have a bed at night after the hardware store is closed.

  • Modified in-game bug reporting tool to include previous session logs.

  • Police will now let each other know if they spot the target.

Bug fixes

  • Fixed Cash for Trash machines in co-op.

  • Fixed counter-offer price selector sometimes not working properly.

  • Fixed harvested weed buds reappearing after exiting and reloading.

  • Fixed mixing station breaking when two stations complete the same new mix at the same time.

  • Fixed non-host clients still having counter-offer message responses after rejection.

  • Fixed non-client client inventories sometimes not loading correctly on rejoin.

  • Fixed a rare issue where using a VPN would cause singleplayer not to load correctly.

  • Fixed some police car chase AI bugs.

Thanks for reading! Stay tuned for another update next week - I'm planning to add an upgraded packaging station.

Tyler

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How v0.2.5: Customer Improvements went
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