Small Patch v0.14.6.24
This is a small patch that resolves some feedback sent in from fellow shopkeepers!
We're listening to feedback closely and what we're hearing is that players want us to focus on polish and stability, so that's what we'll be working on in the short term.
[h2]Better Employee Feedback[/h2]
We've also noticed a lot of bug reports of stuck customers/employees due to player shop layout issues such as broken floors, wrong floor types, or wrong employee setups, so we're trying to add more feedback to communicate issues better.
For example in this patch, we've added bubbles on top of employees' heads when a task is blocked!

You can also talk to your employees to gain a better understanding of their current status.

[h2]More Streamlined Starting Pop Pop Quest[/h2]
As part of the polish pass, we also consolidated some of Pop Pop's starting quests for better quest flow to address player feedback that the starting quest is too long.
We've also added an option to skip to the end of the intro questline if you already know what you're doing or are on your second+ playthrough.

[h2]What's Next?[/h2]
In future updates, we're planning on adding some more quests and interactions in the starting area to keep you exploring in the first few hours.
We're not quite sure what that looks like yet, but a big inspiration is to capture the starting zone feel of Fallout: New Vegas where you're introduced to several side quests early on. There are currently no estimates as to when or how this will be done but we will keep you all updated!
We'll also be looking to add more official localization support for a few languages hopefully in the next 2 weeks.
[h3]➡️ Changes[/h3]
[h3]🛠️ General Fixes[/h3]
We're listening to feedback closely and what we're hearing is that players want us to focus on polish and stability, so that's what we'll be working on in the short term.
[h2]Better Employee Feedback[/h2]
We've also noticed a lot of bug reports of stuck customers/employees due to player shop layout issues such as broken floors, wrong floor types, or wrong employee setups, so we're trying to add more feedback to communicate issues better.
For example in this patch, we've added bubbles on top of employees' heads when a task is blocked!

You can also talk to your employees to gain a better understanding of their current status.

[h2]More Streamlined Starting Pop Pop Quest[/h2]
As part of the polish pass, we also consolidated some of Pop Pop's starting quests for better quest flow to address player feedback that the starting quest is too long.
We've also added an option to skip to the end of the intro questline if you already know what you're doing or are on your second+ playthrough.

[h2]What's Next?[/h2]
In future updates, we're planning on adding some more quests and interactions in the starting area to keep you exploring in the first few hours.
We're not quite sure what that looks like yet, but a big inspiration is to capture the starting zone feel of Fallout: New Vegas where you're introduced to several side quests early on. There are currently no estimates as to when or how this will be done but we will keep you all updated!
We'll also be looking to add more official localization support for a few languages hopefully in the next 2 weeks.
v0.14.6.24 Patch Notes
[h3]➡️ Changes[/h3]
- Game now manually saves when all players go to bed
- Added more dialogue to employees that will communicate their current status more clearly
- Employees with low morale will now play a tired walking animation
- Employees will show bubbles over their heads if they can't perform a task for better feedback
- Trees no longer deal damage to building pieces for better peace of mind (they will still kill customers and you though)
- Make It Grain quest reworked to consolidate several quest steps in one to improve quest flow
- Added some extra dialogue for the Make It Grain quest if you do something sneaky!
- Flow for non-normal quit moved to display when you get in-game instead of the lobby so that you can properly evaluate whether things are broken to decide to load the backup save
- Reduced Barry's Bazaar bottle minigame duration from 200 seconds to 20 seconds for better balance
- Village nav meshes (which are very large) no longer cause all NPCs in the world to pause while you load them, which should alleviate moments where all NPCs in the world could stop moving for 20-30 seconds when a player teleports to a village
- Added warning message to shop policies UI to communicate that shop policies are not in effect when shop owner is gone
- Changed the growing pains side quest in Snowville to ask for Snowy Cactus Nopales instead of fertilizer and improved the quest reward
- Unlocked most props in the abandoned camp in the crater because it wasn't as fun to have to lockpick them after fighting through the area
- Mops can now clean up trash as well for better ease of use
- Nerfed damage dealt by medium box jump attack because it was too strong
- Consolidated Pop Pop's intro questline to 6 parts
- Made some of the intro questline more open to complete the steps out of order
- Added a dialogue option to Pop Pop that let's players skip to step 6/6 of the intro questline
[h3]🛠️ General Fixes[/h3]
- Starting shop plot building pieces are now invincible to prevent a scenario where floors could be destroyed by players via bullets or trees, causing an unexpected slowdown in progression if you don't have enough money to research a Bamboo Construction Hammer to fix the shop
- Changed Make It Grain quest to have you hand in Wheat to Freda manually to resolve various farming quest trigger issues
- Removed some weird colliders in Pippo's Bakery
- Fixed another case where NPC shopkeepers would still be busy for other players after one player talks to them
- Fixed animation transition from gliding to being in the water not completing properly
- Fixed issue where having too high of a customer flow from shop policies would cause no customers to come in
- Customer flow will now update the moment you equip/unequip flow nodes instead of waiting for the next hour or sale
- Fixed Ramen collider being absolutely massive, preventing at least one user from going to the second floor of their shop due to Ramen being upstairs
- Fixed employees sometimes gliding when returning to the shop
- Potentially fixed a case where an empty file could be saved
- Added a failsafe for a case where player location could be saved at an incredibly low depth for some reason
- Fixed one case where dwellers could stand still
- The option to purchase a stolen item when caught will only show up if the value is above $0
- Removed some wooden fishing rods that aren't supposed to be in the game yet from Kazai Village
- Fixed some lock level issues with tables and props in Kazai Village
- Removed deprecated pickaxe prefabs from the research camp in the crater
- Fixed misplaced mini freezers in crater
- Removed broken poster prefab from engineering dorm props in the prologue
- Fixed a incorrect item prefab in the celebrity styles dynamic bazaar shop
- Fixed some enemies spawning under the ground in the crater
- Added a fallback for player load location to prevent players spawning under the ground
- Fixed a case where dwellers in hub locations could get stuck standing still
- Fixed a case where employees would glide without animating
- Fixed deep pits in the open world that are supposed to kill you when you fall in them not working properly
- Fixed a case where customers would not reset their movement speed when they are repooled
- Fixed a crash that can happen with full crafting benches and employees in a special setup
- Customers now clamp to the closest navmesh location when they finish simulating. This should prevent customers ending up on top of displays or roofs when you come back to the shop
- Fixed a rare case where customer requests wouldn't work if you killed too many customers
- Fixed a few code exceptions