Thanks for playtesting Joint Venture. Here's what's new in this build. Feedback is always welcome in-game.
New & Changed
- Impatient customers warn you first. A customer who's about to give up now shrugs and grumbles a "hurry up" line, in their own voice, about ten seconds before they walk off. A lost sale no longer comes out of nowhere.
- Rebuilt the daily rules progression. The ID-inspection rules (photo match, jumpsuit number, ID numbers, card expiry, approval stamp, slip checks) are now introduced one per day and stack up. Those are the "any day" checks you're meant to master. The situational events (cell-block lockdowns, banned sale items, contraband stickers, transfer inmates) now happen occasionally instead of every day, so the inspection skills you've learned keep paying off. A freshly introduced rule also shows up a little more often during its first few days.
- Sharper photo fakes on hard days. A faked ID photo now borrows a look-alike inmate's mugshot, a near-twin face, on the tougher days. You'll have to check hair and uniform to catch it.
- "Throw" instead of "Drop." The held-item prompt now reads Throw. Tap to toss, hold to wind up a harder throw. Same control, clearer label.
- Clearer rule notices. Tightened the wording on every commissary rule board so each rule reads at a glance.
Polish & Fixes
- Juice pass: post-processing pulses, a punchier payment terminal and readout, and controller haptics.
- Performance optimization pass.
- Fixed the rule-break audio cue.
