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Weed Shop 3 News

Selling Out!

Hey guys, so it's been a week since our last update and unfortunately, the staff is not quite ready to be included in this one.
We highly underestimated the development hours required to get the job done and still have a lot of AI-related work in progress. We did deplete our runway cash though and had to pick up some high-profile sponsors to foot the bill, so this update introduces the feature no one asked for - Ads! ːws_damanː

JOKES ASIDE, THIS PATCH FIXES THE FOLLOWING:

  • The Dope Market money exploit
  • The navigation issues preventing customers from entering the store
  • Moved furniture being lost on save
  • The stuck Roller/Packer production complete notifications
  • Grow light emission values
  • The order in which the weed storage gets filled
  • The "Smoke Smoke Smoke" bug (it was back again)
  • Generic controller re-map support (though it's untested and might not work at all)

As for the staff update, it's a little more than halfway done at the moment. As soon as everything is mostly ready, we'll be releasing the update on the experimental* branch first and the stable branch once we get all the kinks worked out. We'll be following this release format for all the major feature updates from now on to prevent any possible glitch beaking the game for the whole player base.

*For those of you who'd like to get in on the experimental branch action and possibly corrupt your saves, we'll have a signup sheet on our Discord server in a day or two. Stay tuned!

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