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Update 0.1.8.1 released

Apologies if you were expecting more object rotations (notably shelves, fridges and tables), it's going to take a bit more time as we figure out how to keep the products and their stock identifiable when shelves are rotated (it will probably be alternate versions of the shelves instead of the current version rotated, which looks bad and obfuscated).

This update is focused on store specialization and products quality tiers, and fixing/improving some important game systems (staff commute, shift transitions, restaurant queueing logic).

Although old saves should load, some objects/characters that got corrupted will remain so, and it is highly recommended to start a fresh game.

Patches Notes

0.1.8.1

  • Fixed: customers coming to closed shops.
  • Fixed: a possible crash.
  • Added: an option to enable screen edge scrolling.

0.1.8

Store specialization and products quality tiers

  • All physical products you sell now have a maximum quality tier which is determined by the store's specialization.
  • A supermarket that sells all kinds of products can only satisfy demand for the lowest quality tier.
  • A store that focuses on a category of products (food, clothes, etc.) will satisfy demand for the first 2 quality tiers for this category.
  • A store that focuses on one single product (specialty store) will satisfy demand for all 3 quality tiers for this product.
  • The needs/demand menu has been reworked to show various quality tiers demands and now more accurately monitors demands.
  • References to WIP products/demands have been removed to avoid confusion.

Other changes

  • Changed: cashiers and cooks will now always show up to work even if all the counters/cooking ranges are already manned. They will hang around until a work station is available, which should greatly improve shifts transitions.
  • Changed: rewrote the restaurants queueing logic. Restaurants-related notifications should now make sense.
  • Added: employees now monitor their daily commute time and try to account for it the next day. As a result your staff will now sometimes arrive early, sometimes late, and sometimes will be right on time, instead of being invariably late.
  • Added: a graph of hourly sales on the store manage menu.
  • Fixed: some character logs that were overwritten.
  • Fixed: firing employees while they're on their way to work no longer leaves their work station flagged as occupied indefinitely.
  • Fixed: players bowling in the wrong direction.
  • Fixed: some minor bugs/glitches.

Known issues

  • In certain configurations, cashiers working at order counters leave work immediately after arriving.
  • Some employees still get 'stuck in traffic' permanently (you can fire and re-hire them until this is fixed).

Update 0.2 (Alpha 2) is coming soon™!