# Schedule I Patch v0.4.0f8 - Product: Schedule I (https://whatsnew.fyi/product/schedule-i) - Vendor: TVGS - Date: 2025-09-27 - Original notes: https://store.steampowered.com/news/app/3164500/view/546747327690310149 - Permalink: https://whatsnew.fyi/product/schedule-i/releases/2025-09-27-patch-v0.4.0f8 What's New is an index, not a publisher: every entry below links to the vendor's own release notes, which are the authoritative source. Entries are labelled where they are hand-curated sample data, pre-releases, or drawn from a secondary source such as a developer blog. Reuse: the summaries, labels and curation here are © What's New. Quote freely with attribution and a link back; wholesale republication of the corpus is not permitted — terms: https://whatsnew.fyi/terms. The vendors' own release notes remain their publishers'. --- - **added** — Add 'exceeded quality' bonus - **added** — Add water taps to the warehouse property - **changed** — Increase Hyland Manor employee capacity from 10 to 12 - **changed** — Improve the alignment of NPC impostors when the NPC is ragdolled or unconscious - **changed** — Increase the move speed of gates at the warehouse and manor - **changed** — Tweak the NPC ranged weapon hit chance algorithm - **changed** — Tweak various vision system thresholds and durations - **changed** — Tweak combat and pursuit behaviour - **changed** — Lower police checkpoints if there are no officers manning them - **changed** — Introduce extra null checks during the loading process for both host and non-host - **fixed** — Fix excessive graffiti-related network traffic causing connection issues - **fixed** — Fix impact forces not applying to ragdolls - **fixed** — Fix impact forces applying in the incorrect direction - **fixed** — Fix machete price - **fixed** — Resolve duplicate LODs - **fixed** — Fix flinch animation being delayed by the stand-up animation - **fixed** — Fix destroyed RV state not being sent to non-host clients - **fixed** — Fix manor and warehouse gate desync in multiplayer - **fixed** — Fix NPCs not sighting non-host clients properly - **fixed** — Fix NPC combat not working properly against non-host clients **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