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Weed Shop 3 News

Monthly Update #3



The grind don't stop...

It's been three months since the EA launch and this thing is not getting any easier dammit ːws_smileyfaceː
We are moving forward though. Now with the staff out, retweaked, and mostly functional, we started work on the next stage of the game- the crazy sh**t ːws_damanː

While it's going to take at least a couple of weeks to get most of it ready, we'll be releasing incremental updates on the main branch on a regular basis till then. As long as we don't get bogged down with some major bugs or other issues, like today, we should have some new content out as soon as this week!

Stay tuned and happy 4th of July to everyone... who um believes... in July!

Ignore The Burrito

HERE'S WHAT'S NEW SINCE THE LAST PATCH NOTES:

  • Added an option to turn the TVs off and reload the last visited page when loading into the game.
  • Due to a lot of confusion, we made Auto Scale UI the default option, however, you can still change to manual scaling in the options menu
  • Improved the sales staff counter selection logic
  • Improved the Merch Managers' display refilling logic
  • Fixed a glitch causing employees to get stuck when changing jobs
  • Fixed a couple of missing collider issues
  • Optimized weed plants and the rain system... hopefully ;)


As for Yesterday's Burrito, the app is still a work in progress and there aren't any codes hidden in the game yet so you can stop looking for now ːws_damanː

Watch This!

HERE'S WHAT'S NEW SINCE THE LAST PATCH NOTES:

  • Fixed the customer baggie and merch purchasing bug
  • Fixed the tutorial sales mission glitch
  • Updated some of the employee AI logic
  • Added a confirmation dialog when firing employees in the DO-er app
  • Added the option to resize the HUD UI
  • Made the "Shop Open" sign double-sided
  • Added some MFing TVs so now you can watch yourself streaming on Twitch watching yourself streaming... ːws_damanː

Patchin' The Staff

TODAY'S PATCH FEATURES THE FOLLOWING CHANGES:

  • Stopped the sales and security employees from asking for inventory
  • Added additional logic to prevent the staff from locking up in corner-case scenarios
  • Patched the employee inventory to work even if someone manually "enhanced" the save files ;)
  • Fixed some DO-er app UI issues
  • Fixed a bug in one of the tutorial tasks, updated the dialogs, and hopefully fixed most of the stupid typos
  • Fixed the innercity thug weapons glitch

THE STAFF UPDATE!

After a long month of development, bug fixes, and optimizations the Staff Update is finally going out to the main branch, just in time for Half-Christmas too ːws_damanː

While you might still encounter a bug or two, thanks to the tireless bug reporting by the rockstars in the experimental branch, it's so much freaking better than any other update we've done so far... or so we hope :D


HERE'S WHAT'S NEW


[h3]OPTIMIZED PERFORMANCE[/h3]
We've spent over a week optimizing various aspects of the game, reducing the overhead for both GPUs and CPUs. We've optimized the realtime-lights rendering, so you should be able to place more lights in your shop without melting your GPU. We redid the object pooling logic which reduced the lag felt when growing on setups, Also, we've balanced out the game's preloader logic to prevent freeze-ups when starting the game. If your PC meets the minimum requirements listed on OUR and not GTA5's store page, you should see at the very least a small boost in performance.

[h3]QUALITY OF LIFE IMPROVEMENTS[/h3]
The Dope Market got updated with the much-requested Order History feature that allows you to browse your last 10 orders and re-add the items to your shopping cart. We've also added sort, search, and add to favorite functions which should help you find what you're looking for faster.
We've added confirmation screens to the Save/Load menu to prevent accidental save file overwrites and fixed a bunch of other minor UI issues. We've also enabled the Quick Save (F5) and Quick Load (F9) functionality.

[h3]NEW INVENTORY ITEMS[/h3]
We've added new "wait here" spots which can be used to manage the customer flow in your shop by telling them where to um.... wait. Besides that, we've added larger capacity displays and an option to mark the items on the display as "not for sale", We've also introduced upgradeable grow room curtains which can be found in the Pimp It app.

[h3]THE STAFF[/h3]
Employees can now be hired via the DO-er (still a working title ːws_smileyfaceː) app to do most of the work for you. All the staff members will earn XP and level up individually by performing tasks in your shop. When an employee levels up, they get awarded a skill point that you can then use to upgrade any of their skills. Upgrading a certain skill will make the employee perform the related tasks faster and more efficiently.

HERE'S A QUICK OVERVIEW OF THE JOBS AVAILABLE IN THIS UPDATE:

The Promoter
Tries to get customers into your shop by handing out joints and blunts on the boardwalk. You'll need to use the DO-er app and hook them up with some smokes in order for the promoters to do their jobs.

The Sales Clerk
As long as you've got weed in your shop's inventory the sales clerks will do their best to sell it all. The only thing they require to do their jobs is an available counter.

The Merch Manager
Merch Managers will restock your shelves and displays as long as you remember to assign the Merch to their inventory using the DO-er app.

The Farmer
Farmers will water, harvest, and, if you add seeds to their inventory, plant your weed for you. One thing to keep in mind though, they will not plant any seeds in busted pots no matter how many times you ask them to.

The Security Guard
Security Guards will chase and beat down any shoplifter that dares to steal from you. They'll retrieve the stolen item without destroying your customer's respect for you.

[h3]BUGFIXES AND MORE[/h3]
We're not going to bore you with the bugfix list since even we can't remember all of them, however, most of the bugs reported so far have been fixed. If you still experience any old issues or got a brand new batch of fresh bugs after installing the Staff Update, let us know and we'll get those fixes out as fast as humanly possible :D


WHAT'S NEXT YOU ASK?


Naturally, there might still be a couple of bugs that we missed in the experimental, so in the upcoming days, we'll be working on getting them squashed and tweaking the employee values based on community feedback. Once the coast is clear, we'll start working on the next stage of the game that should bring a lot more life to the Weed Shop world, add more things to do and stuff to explore, and make the gameplay a lot less grindy.

We're not even 3 months into Early Access yet, but thanks to all the help and support we've been getting from our awesome community, Weed Shop 3 is already a completely different game from the s**t-sandwich that it was on launch day. We're not planning on stopping either, we'll keep grinding till we see our vision through and make it the best weed shop yet! More awesomeness is coming soon ːws_lighterː

Merry Half-Christmas everyone! ːws_damanː