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Weed Shop 3 News

Another One!

TODAY'S PATCH INCLUDES THE FOLLOWING FIXES:

  • Fixed a bug preventing streetlights from turning on when resuming a nighttime save
  • Fixed the F-packer timing bug
  • Increased XP rewards for selling high-end merch
  • Improved successful deal probability when dealing outside
  • Added package delivery and roller/packer status notifications
  • Added two new auto-rollers/packers


At the same time, we're still working on getting the staff mechanics down and updating the environment. If everything goes according to plan, we should have a larger content update out sometime next week. Stay tuned!

What are the switches for?

So guys, today we finally started work on the staff mechanics! Now don't get too excited as this is a major feature and will take some time to get finished. We're trying to make staff a little less useless than they were in Weed Shop 2 and introduce some new gameplay elements as well.
Since we'll be focusing most of our time on getting staff done, the upcoming patches will be mostly just bugfixes and minor tweaks.

Today's patch is one of those so we don't even need a bullet list for it. Basically, we fixed the rasta flag movement bug, the workstation pickup bug, tweaked customer lighting some more, and added some light switches ːws_damanː

English has a description but no title ;)

TODAY'S PATCH INCLUDES THE FOLLOWING FIXES AND IMPROVEMENTS:

  • Fixed the jar storage shelf collisions
  • Fixed the workstation item dupe glitch
  • Fixed the shop floor tiling issue
  • Redid the Pimp Cup textures
  • Fixed the auto-placed merch rotations (again)
  • Added the ON/OFF action to the Neon Leaf
  • Added the product pickup action to the workstations
  • Increased grinder speeds
  • Enabled pot quality to be shown when interacting
  • Enabled real-time reflections on Wack quality settings
  • Added an extra item to the dope market
  • Made some other very minor QoL improvements

Patch Notes #30(ish)

SO BY NOW, YOU KNOW WHAT IT IS:

  • Synced up the weather state with the save system
  • Fixed the rain in the shop when it's stormy
  • Tweaked the merch pack values and fixed a bug with the prices
  • Bumped up the retail prices of all the weed strains
  • Removed the quality penalty when rolling crappy weed in high-end papers
  • Changed the batch-placed package rotation on shelves
  • Fixed the F-Packer/B-Roller bug which prevented the progress from being saved & resumed on load
  • Fixed the transparent poster issue when placed on windows
  • Added a couple of new weed strains

The Weekend Update #4

TODAY'S PATCH WAS MOSTLY ALL ABOUT OPTIMIZING THE PERFORMANCE:

  • Fixed the GPU under-utilization bug
  • Slightly reduced the RAM usage
  • Optimized real-time lights rendering
  • Adjusted some mission requirements and rewards
  • Added retail values to all the strains listed on the Dope Market
  • Fixed some other minor issues reported over the weekend