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Employee Update - Milestones - Terrain & Snow Rework

[p]Hello dear shopkeepers! [/p][p]It has been some time since the last Custom Game Update. Check it out using the link if you have not seen it yet. The team has had a couple of weeks of vacation during the holidays to recharge with friends and family which was much needed.[dynamiclink][/dynamiclink][/p][p]Today we are excited to bring you a new update with a bunch of cool new improvements. Let's get into it![/p][p][/p][h3]Employees Update[/h3][p]You can now hire an employee every 5 shop levels up to a maximum of 3 employees. Employees can now also be given a different task other than restocking. For example, a cashier employee will stand at the counter and assist customers with checking out and a marketing employee will head into town to increase the number of customers that visit the shop. [/p][p][/p][h3]Milestones[/h3][p]The concept of milestones has been added which introduces more employees, higher slot displays and storage options to be unlocked at Bep every 5 shop levels up to shop level 15. This aims to make the progression feel more gradual and rewarding once you obtain it. A window with milestone progression has been added to provide some insight into milestone tiers.[/p][p][/p][p][/p][h3]New Display Colors[/h3][p]9 new color options were added for the Eext display set bringing the total up to 12 colors to pick from for the 7 furniture pieces in this set. Below you see all 12 colors for the 1 slot displays and a couple of examples of how that may look for the other displays in that set.[/p][p][/p][h3]Lighting Rework[/h3][p]The shopkeeper used to receive additional lighting to make sure the areas surrounding the shopkeeper are well lit during day and night time. This used to be done with a spotlight right above the player and one on the camera. Some players noticed that this caused strange lighting situations near buildings in the village or putting the camera close to things. It turned out that disabling these lights also improved performance by a lot. After some investigation and experimentation we landed on a much cheaper method of lighting that is also more flexible and customizable.[/p][p][/p][h3]Terrain Rework[/h3][p]At face value you may notice that the edge of the map looks different than before. The edge of the map used to appear like an empty void which you can see in the images below.[/p][carousel][/carousel][p][/p][p]The terrain rework in this update basically removes the size constraint that used to be in place. Several technical reasons related to grass and trees prevented us from doing this right from the start but it's great to share that this is no longer a limitation that we have to worry about moving forward. In the gif below you can see how the terrain now updates if the camera gets near the edge.[/p][p][/p][p][/p][h3]Snow Update[/h3][p]The terrain rework originated from a desire to fix a bug where indoor foliage would appear white during winter. This could have been fixed with an exception of sorts but fixing this bug properly tied into the urge to make the snow season look a lot better than before. All seasons will now gradually transition into the next season where snow gradually removes grass as winter comes around. The terrain surface during winter is a bit sparkly to reflect the light and you can see snowflakes throughout the season. A ceiling can be removed from a floor tile to allow the sun and snow to come in which adds a small animated effect. Indoor foliage will now also remain lush and green when kept inside but will take on the seasonal color when placed outside.[/p][previewyoutube][/previewyoutube][p][/p][h3]Domain Portals[/h3][p]The different areas in the game (shop, home, etc...) are called domains and traveling to another domain is done by physically leaving a domain. With this update we have added domain teleporters to make it visually clear where a domain ends and when entering teleports you somewhere else. Sometimes a domain portal might not be usable such as when playing through the tutorial or if the shop is open. When that happens you will see that the visual feedback of the portal has changed to indicate that it's not usable.[/p][carousel][/carousel][p][/p][h3]Updated Structure Colliders[/h3][p]This update marks the end of a big manual update to structure colliders which should fix all the floating and clipping furniture that you may place on or near walls and pillars. This creates some creative new possibilities by placing a wall shelf with a product underneath a window sill or placing a lantern on a pillar to mimic a lamp post. We are excited to see what you can come up with.[/p][p][/p][h3]Future development[/h3][p]We are already making good progress on the next update where we would like to focus a bit more on crafting content. For development updates we are sometimes posting things on Discord where it's really easy for us to drop images, videos, or just have a chat with you. If that sounds interesting then join the community following this link: Discord

As you know, the industry is also having a rough time where it is difficult to make ends meet so it would help a lot of you could leave a review on Steam or share this update in your network.

Thank you for reading until the end. Now let's get to the full list of patch notes![/p][h3]
Patch 15318[/h3][p]ART[/p]
  • [p]Extended the environment reflection probe to fix a harsh reflection falloff near the end of a domain.[/p]
  • [p]Fixed Covik and Craailo wall plants colliders as they were too large and this made using them too rigid.[/p]
  • [p]A portal effect was added to indicate when the shopkeeper will travel between domains. A green version indicates that it's traversable while a red version indicates that it is not traversable.[/p]
  • [p]Updated structure colliders on all pillars to reduce floating on pillar mounted furniture.[/p]
  • [p]Updated surface colliders of the Karel wall set.[/p]
  • [p]The village clinic now has a lake around it.[/p]
  • [p]Updated surface colliders of the Kroma wall set.[/p]
  • [p]Updated surface colliders of the Korstel and Karel wall pieces.[/p]
[p]TECH[/p]
  • [p]Fixed an issue that would sometimes indicate that some input could not be reassigned. This does make it possible to assign the same button to multiple actions so use with caution.[/p]
  • [p]Fixed a button remapping issue that would flip the horizontal axis when using the keyboard arrow keys.[/p]
  • [p]Snow has been added and winter has been reworked to fix the issue of indoor foliage being affected by seasons. This was most noticable during winter when indoor foliage appeared white.[/p]
  • [p]Fixed an issue where you could still water a planter even if everything was done growing[/p]
  • [p]Additional customers from marketing employees would not be counted towards the additional time per customer, causing the shop to close too soon when you had multiple employees doing so[/p]
  • [p]Employees can now level up, and their performance increases accordingly[/p]
  • [p]Removed finite terrain limitation in favor of a terrain chunking system. This terrain limitation was initially in place for performance considerations but that is currently no longer an issue. This should alleviate any terrain constraint restrictions and also prepares for future ideas.[/p]
  • [p]Added the Cashier employee job type[/p]
  • [p]Multiple employees can now restock at the same time[/p]
  • [p]Employees will now search for another target immediately when the target they were going to was manually restocked by the player[/p]
  • [p]Fixed flashing when editing furniture[/p]
  • [p]Replaced two player facing spot lights with a custom lighting model to improve performance, visuals, and control. This also fixes the light hotspot issue that occurs when being next to a tall building.[/p]
[p]OTHER[/p]
  • [p]Fixed a typo that prevented the Place Armor Displays objective from progressing.[/p]
[p]UI[/p]
  • [p]Improved Event detail panel description by splitting up the tags into buy & sell categories, and added a tooltip that shows how much it modifies[/p]
  • [p]Unlock menu at Bep now shows when certain furniture becomes available if it's locked by milestones[/p]
  • [p]Added a popup when you hit a new milestone (level 5, 10 and 15)[/p]
  • [p]Added a tab to the menu to see the milestones[/p]
  • [p]Added Employee count to the employee menu[/p]
  • [p]Added the Smelter & Armament Workbench to the unlock window, with a description on where it's unlocked[/p]
  • [p]Fixed a minor layout issue that caused the scrollbar of the detail panel to be in an inconsistent position[/p]
[p]BALANCE[/p]
  • [p]You can now hire more employees based on your shop level[/p]
  • [p]Added tiers to furniture, which now unlocks certain furniture after certain levels to avoid just unlocking the best stuff immediately.[/p]
[p][/p][h3]Hotfix 15334[/h3][p]TECH[/p]
  • [p]Adjusted colliders and sometimes models on several wall furniture to allow better wall placement or enable pillar placement. The affected furniture assets are: Cocos, Commandeurs, Conakry, Congo, Corne, Costerman, Candawala, Candawalou, and Clover.[/p]
  • [p]Removed the collider on floor trim Korstel as it was causing unintended collision errors on placement.[/p]
  • [p]Farm domain did not have water collider height set so it was possible to walk on water.[/p]
[p]UI[/p]
  • [p]Esmee was selling variations that were marked as not unlockable.[/p]
  • [p]The recipe button in the crafting menu would not work consistently.[/p]
[p][/p][h3]Hotfix 15338[/h3][p]TECH[/p]
  • [p]Clicking on the NPC waiting at the trader point / counter will now also trigger the interaction[/p]
  • [p]Potential fix for the restock error[/p]
[p]UI[/p]
  • [p]Trader & Counter tooltip was overlapping the product text[/p]
[p][/p][h3]Hotfix 15342[/h3][p]TECH[/p]
  • [p]Disabled runtime thumbnail camera when it is not being used as it was causing needless overhead. Also named all thumbnail type cameras for easier debugging.[/p]
  • [p]Fixed issue where the progress bar at the counter would crash the game if an employee was serving a customer whose patience timer expired before the interaction was over.[/p]
[p]UI[/p]
  • [p]Added additional null check in the inventory menu[/p]

Custom Game Update

[p]Hey there shopkeepers![/p][p]We are very excited to bring you another update today! It has been almost a month since the last update so there are a lot of improvements, fixes, and hopefully zero bugs to dig into.[/p][p][/p][h3]Custom game options[/h3][p]Some shopkeepers requested that they wanted longer days, shorter days, a change in the amount of customers that visit the shop, or one of many other ways to play. We are aware that everyone likes to play differently so with this update you can now customize your game mode before you start a new game. Hopefully this will help you tailor the game more to your liking.[/p][p][/p][p][/p][h3]Mod loading progress indicator at startup[/h3][p]The game can take some time to start up on old hardware which some reported as a significantly problematic. This is likely caused by the game loading in the core mod and associated assets when it starts up. In this update you should now be able to see a loading indicator to let you know that the game has not crashed, but requires some time before you decide to start clicking impatiently.[/p][p][/p][h3]Footstep sounds[/h3][p]Aside from ambient sound during the day or night, the game can sometimes sound a bit unresponsive to the shopkeeper or customers moving around. This update adds dynamic and spatial footstep sounds for the shopkeeper and customers. With dynamic we mean that that you will hear nearby footsteps that sound different depending on the surface. Below you can see how this is visualized.[/p][previewyoutube][/previewyoutube][h3]Turkish translation[/h3][p]With help from the Turkish community, you should now be able to play most of the game in Turkish. The Turkish translations was updated before the custom game menu was implemented so that particular menu has not yet been translated. If you want to participate in improving the translations of Faire Trade with your language then please click on this link to find out how you can join in on supporting Faire Trade with community translations.[/p][p][/p][h3]Light improvements[/h3][p]Lights could already be clicked on to toggle them on or off, but this preference was not saved. With this update you can now toggle a light between On, Off, or Dynamic. And this light mode should also be properly saved and loaded. The 'Dynamic' setting will let a light dynamically turn on during the night and turn off during the day. Additionally, shops that use a fair number of lights should see a reasonable performance improvement due to some optimizations. [/p][previewyoutube][/previewyoutube][h3]Object highlighting & access point visuals[/h3][p]Selecting objects should look a bit less flat and more soothing than before. It's subtle, but definitely an improvement. In addition, access points now use an arrow instead of a circle to indicate from which side it can be interacted.[/p][previewyoutube][/previewyoutube][h3]Technical debt[/h3][p]Leading up to Early Access launch we opted for some quick and naïve solutions to pressing issues which we are steadily and carefully replacing over time. If we did a good job, you should not notice much of this effort apart from perhaps some performance improvements. The simple explanation I often use is that we used some duct tape to quickly fix a problem that needs to be properly fixed before building something on top of it. While you may not notice anything, it is still worth mentioning in case that you notice a strange new bug that wasn't there before.[/p][p][/p][p]And this was just a small selection of changes in this update. Below you can find more patch notes with everything that has changes since the last update.

Enjoy![/p][h3][/h3][h3]Patch 15178[/h3][p]TECH[/p]
  • [p]Added temporary lighting for thumbnail generation during load step.[/p]
  • [p]Cloning furniture should no longer briefly show the furniture at the center of the plot.[/p]
  • [p]Removed null propagation checks on WorldObjects because it can result in errors.[/p]
  • [p]Added more null checks to prevent an error from appearing during reflection probe cleanup.[/p]
  • [p]Wall plant decorations colliders are relaxed a bit to allow them to be more easily placed on walls before showing up as invalid.[/p]
  • [p]Placing structure objects should no longer check against the player collider and bring up the message if you want to remove intersecting furniture.[/p]
  • [p]Refactored the terrain code and fixed an issue where a loaded shop would not have its season applied in the main menu.[/p]
  • [p]Materials are now cloned when feedback is applied and reverted after it is not longer needed. This makes it easier to manage and control materials because they now operate under the single source of truth principle. As a result, all foliage materials should now respond to seasonal changes.[/p]
  • [p]Swapped out the initial loading to be asynchronous instead so that a message can be shown while it's loading.[/p]
  • [p]Fixed an issue with the entrance doors being reset to the wrong state if you put the door vertically.[/p]
  • [p]Quitting to main menu while a day is transitioning would not reset lighting.[/p]
  • [p]Village teleporter has been moved a bit closer to the shop.[/p]
  • [p]Interactable zone should remain functional when the HUD is hidden.[/p]
  • [p]Interacting with the counter should no longer toggle its light mode.[/p]
  • [p]Replaced DOTween from door fade effect because of flaky results. Also changed door trigger collision detection to ContinuousSpeculative to fix the issue that the trigger counter could exceed the number of NPCs being inside the trigger.[/p]
  • [p]Lights should now animate independently again and not appear to animate in unison anymore.[/p]
  • [p]Removed the UberTerrain shader and figured out a way to render a splat terrain using just the Uber shader.[/p]
  • [p]Adjusted point light shadows for improved performance.[/p]
  • [p]Light modes are now respected when time of day transitions.[/p]
  • [p]Light animations should no longer play in inactive domains.[/p]
  • [p]Updated surface colliders of the Koudum wall set.[/p]
  • [p]Added LODs to candle flames so that close up it uses a custom shader and far away it dither fades to the uber shader to improve rendering performance.[/p]
  • [p]Fixed an issue where the room of an object wasn't reset when picking it up, resulting in issues when picking it up and placing something down outside of the room.[/p]
  • [p]Light state (On/Off/Dynamic) is now saved and loaded.[/p]
  • [p]Updated surface colliders of the Koning wall set.[/p]
  • [p]Updated surface colliders of the Klundert wall set.[/p]
  • [p]Lowered wall contact margin so that placing furniture on a structure surface requires closer contacts to make it feel less floaty and more grounded.[/p]
  • [p]Improved performance slightly by only using the UI background blur feature when it's needed.[/p]
  • [p]Refactored light, vfx, gradient data and implementation that is used for candles, fires and other lights. Old implementation was rigid and hardcoded.[/p]
  • [p]Haarle door colliders are now a bit smaller to avoid them intersecting with pillars.[/p]
  • [p]Fixed an issue where the repeat crafting feature would sometimes not use the correct input qualities.[/p]
[p]AUDIO[/p]
  • [p]Replaced the ambient nature sound and improved the mix.[/p]
  • [p]Added footstep sounds.[/p]
  • [p]Restock sounds are now spatial.[/p]
  • [p]Added swoosh sound when customers buy something.[/p]
[p]UI[/p]
  • [p]Remove and Clone modes should now also work on carpets.[/p]
  • [p]The confirmation message to remove intersecting furniture is now also translatable.[/p]
  • [p]Clicking the storage button in the HUD now opens up the inventory.[/p]
  • [p]Employee menu was not entirely translatable. Translations IDs and texts have been updated to better reflect what gets translated where.[/p]
  • [p]Settings menu now highlights the text when hovering the row.[/p]
  • [p]Tweaked the main/game menu text font size and material.[/p]
  • [p]Improved the look of display access slots.[/p]
  • [p]Updated the new game thumbnail images.[/p]
  • [p]Cloning an object should no longer leave the previous object in a hover state.[/p]
  • [p]Replaced HideHUD (F2) UI message from the UGUI version to the UITK version.[/p]
  • [p]Fixed an issue where the tooltip text component could be null and cause an error.[/p]
  • [p]Controls button in the main/pause menu didn't have the audio.[/p]
  • [p]Improved the tutorial button prompt pulsate animation to draw more attention to the prompts in the bottom left.[/p]
  • [p]The tutorial button prompt pulsate animation now only stops after both the counter and trader point have been placed.[/p]
  • [p]Increased resolution of the dialogue camera and slightly improved its lighting.[/p]
  • [p]Clicking outside of the Crafting menu now closes it.[/p]
  • [p]Sliders in menu weren't center aligned.[/p]
  • [p]Clicking outside of the Display menu now closes it.[/p]
[p]ART[/p]
  • [p]Entrance no-build rectangle is now slightly rounded.[/p]
  • [p]Fixed candles not working on Swindle and Armament workbenches.[/p]
  • [p]Fixed some incorrect materials on Armament Workbench.[/p]
  • [p]Fixed seams in Kapelle wall set.[/p]
  • [p]Object highlighting looks a bit better now. Also added a shader keyword to help with performance.[/p]
  • [p]Updated counter UVs because the counter top would become emissive if its light was enabled.[/p]
  • [p]The stone trim materials are now a bit more glossy and bumpy.[/p]
  • [p]Haarle didn't have door shadow casters.[/p]
  • [p]Tweaked the animations to reduce foot sliding.[/p]
  • [p]Greatly reduced the transition duration between the 'customer serving' animation and movement so that the shopkeeper doesn't slide over the floor right after helping a customer at the counter.[/p]
  • [p]Reduced walk speed of the smith customer to reduce foot sliding.[/p]
  • [p]Reduced walk speed of the guard customer to reduce foot sliding.[/p]
[p]OTHER[/p]
  • [p]Added a custom game mode option when starting a new game.[/p]
  • [p]Added Turkish translation and updated the credits section.[/p]
  • [p]It is now possible to map or remove input from picking up, placing and returning furniture. This makes it possible to remove the preference of returning furniture with the right mouse button.[/p]
  • [p]Improved restock timing and animation.[/p]
  • [p]Added Russian and updated credits.[/p]
[p][/p][h3]Hotfix 15189[/h3][p]TECH[/p]
  • [p]Product thumbnails should now also be generated at startup.[/p]
  • [p]Fixed an issue where standing on a wall or pillar node would trigger the room name popup over and over.[/p]
[p]Art[/p]
  • [p]Updated surface colliders of the Kruiningen wall set.[/p]

Language Update (French, German, Russian, and Hungarian) + Larger Shops!

[p]Hello shopkeeper! Today we are pushing the latest changes from the unstable build, moving the version number up from version 14937 to version 15010. Let's take a look at some of the highlights in these changes.[/p][p][/p][h3]French, German, Russian, and Hungarian community translations[/h3][p]As you may know, during Early Access you can expect Faire Trade to support community driven translations. After the message was put out we have received multiple requests to help translate the game to various languages. Most notably, French and German translations have been very much in demand. With the excellent help from valued members in the community we can now add French, German, Russian and Hungarian translations to Faire Trade![/p][p]If you notice some untranslated texts, then please let us us know so that we can try and get those updated with the help of the awesome community translators. Yesterday, there was also some interest in helping out with a Turkish translation which is pretty cool. If you would like your language to be available in Faire Trade then please follow the instructions by pressing on the button below.[/p][p]
Faire Trade - Community Translations[/p][p][/p][h3]Increased Shop Size[/h3][p]The shop plot size seemed to be a little on the small side so this has been increased from 12 x 12 to 16 x 16 tiles. That increases the shop size from 144 tiles up to 256 tiles, adding an additional 112 tiles to build your shop on. That is a whopping 66% increase in shop plot! Your shop save file should automatically be upgraded to benefit from the increase in plot size. Below you can see an illustration between the previous plot size in red and the new plot size in blue.[/p][p][/p][h3]New Furniture Colors[/h3][p]One of the cool new benefits of the technology switch behind Faire Trade is that it is now much easier to create and add cool new colors and textures to things without really sacrificing performance that much. To celebrate this momentous occasion, we have a batch of new color options for the displays Eerde, Eersel, Eese, Eesterga, Eestrum, Eesveen, and Eethen. Check them out and show us what you can create with them.[/p][p][/p][h3]Engine Upgrade (Vulnerability Patch)[/h3][p]The tech savvy among us may have noticed that our game engine of choice, Unity has issued a statement indicating that there was a vulnerability found. To address this vulnerability risk we have updated our Unity version from 2022.3.40 to 2022.3.62 which also includes some updates to packages that are used in the project. We have only noticed, and fixed, minor issues as a result of this engine upgrade but it is worth noting that if you notice anything weird then we would love to know about it.[/p][p][/p][h2]Community Shops[/h2][p]Shopkeepers never idle, and so we have another collection of gorgeous shops to enjoy! Feast your eyes on these quaint establishments of curious condiments and countless catered curiosities. If you want your shops included in these showcases, then head over to Discord and post them in the #shop-showcase channel.[/p][carousel][/carousel][h2]Shop Keeper Event[/h2][p][/p][p]Faire Trade was selected to be part of the Shop Keepers event that is running on Steam from 11/01 until 11/15. Be sure to check out all the amazing shop keeper games or recommend Faire Trade in celebration of this event.[/p][p][/p][h3]Current Focus[/h3][p]We are still very much focused on fixing the issues that you are reporting on Discord and Steam. In addition, we are also taking note of all the suggestions and feedback which are are being taken under consideration when deciding on which improvements to focus on next. Slowly but steadily we are getting to the point where we can target some accrued technical debt in order to properly implement further improvements to Faire Trade. If you want to get more involved with the development of Faire Trade then we recommend that you join us on Discord where you can see the change list develop in real-time as we are deploying changes to the game. Press the button below to head over there.[/p][p][/p][p]Faire Trade - Discord[/p][p][/p][h3]Future Focus[/h3][p]Controller support is a much requested feature and we have also heard interest in support for shopkeepers that prefer click to move or play with only a touch pad. That is something that we would very much like to support going forward.

Something that is also very exciting to share is that some of the more technical shopkeepers have already tried (and some even succeeded) to mod the game by changing or adding a product model. While we must stress that proper modding support is still in development, it is super exciting to see all these years rebuilding the game into Faire Trade is already showing some optimistic promise in the modding community.[/p][p][/p][h2]Patch 15010[/h2][p]LANGUAGE[/p]
  • [p]Added French, German, Russian, and Hungarian translations to the game.[/p]
  • [p]Fixed an issue where dialogue wasn't always translated.[/p]
[p]TECH[/p]
  • [p]Updated surface colliders of entrances Fien, Ferrel, Fjorn, Fikke, Fabian, Fleur, and Fred.[/p]
  • [p]Returning to the main menu would not correctly update the terrain. This is because colliders from destroyed domains still existed in the same frame that trees were being generated, resulting in false positives.[/p]
  • [p]Adjusted the main menu camera to account for larger shop sizes[/p]
  • [p]Cleaned up technical debt by applying global product scale in the product model instead of in code.[/p]
  • [p]Elburg did not have product slot sphere colliders assigned[/p]
  • [p]Fixed event NPCs having their animation mode reset when going village -> shop -> village[/p]
  • [p]Some keyboard buttons, such as the number keys, were not re-assignable.[/p]
  • [p]Updated surface colliders of the Klaaswaal wall set.[/p]
  • [p]Updated surface colliders of the Kimswerd and Klaas wall sets.[/p]
  • [p]Updated surface colliders of the Kesteren set.[/p]
  • [p]Added additional checks for save file corruption/errors to avoid the game breaking on bootup[/p]
  • [p]Updated surface colliders of the Kelmond set.[/p]
  • [p]Updated surface colliders of the Kapelle wall set.[/p]
  • [p]Removed Shapes references from furnitue prefabs to prevent including useless assets into the asset bundles.[/p]
  • [p]Removed some materials from counter prefabs.[/p]
  • [p]Fixed the parasol collider by making several adjustments in how surface and carpet colliders interact.[/p]
  • [p]Placing a wall should now adopt the pillar style of the wall that is being placed. This makes the pillar placement behave more as expected.[/p]
  • [p]Added another logger to catch errors that happen in the initial load steps.[/p]
  • [p]Fixed an issue where pressing Esc after the splash screen and before the main menu would throw an error[/p]
  • [p]Submitting some supporting assets that got upgraded as a result of the engine upgrade.[/p]
  • [p]Upgraded engine to Unity 2022.3.62f2.[/p]
  • [p]Quick save editor feature was available in-game but used the internal 'quicksave' name instead of the designated shop name. This ability is now removed as the current implementation could be problematic during the tutorial.[/p]
  • [p]Fixed issue with some wall furniture placement not being invalid.[/p]
  • [p]Fixed the season not loading correctly when at day 28 of a season, again.[/p]
  • [p]One time events weren't actually one time.[/p]
[p]ART[/p]
  • [p]Added new colors for Eerde, Eersel, Eese, Eesterga, Eestrum, Eesveen, and Eethen.[/p]
  • [p]Modified the wood color on a dozen cupboard to be less saturated.[/p]
  • [p]Adjusted several cupboard heights to provide sufficient product clearance.[/p]
  • [p]Relaxed the shoulders of Anna's first outfit.[/p]
[p]UI[/p]
  • [p]Updated translator credits.[/p]
  • [p]Added the respective language to the translator credits.[/p]
  • [p]Added padding at the bottom of the credits screen.[/p]
  • [p]It should no longer be possible to use the Hide UI hotkey while a menu is open.[/p]
  • [p]Control menu now supports community translations.[/p]
  • [p]Styled the control remapping window.[/p]
  • [p]Renamed Profit to Income in end of day screen.[/p]
  • [p]Load Game button will remain inactive if a save file cannot be loaded, and an error message is added in the detail panel.[/p]
  • [p]Employees still had the counter quality shown in the employee menu[/p]
  • [p]Farming skill based output amount should now be clarified in the tooltip.[/p]
  • [p]It's no longer possible to collect from a crafting station if this exceeds your storage capacity.[/p]
  • [p]Removed some unnecessary usage of DoTween, this hopefully fixes the issue that sometimes not everything is shown in the furniture/structure menus[/p]
  • [p]Today in the end of day screen was not translated.[/p]
  • [p]Employee end of day text would stay on-screen after closing the screen.[/p]
[p]BALANCE[/p]
  • [p]Increased the shop size from 12x12 to 16x16. Existing save files will be upgraded to this size.[/p]
  • [p]Slightly increased shop size tile price, and increased the cap to accommodate for the increased size.[/p]
  • [p]Buying products from traders no longer increases the price - until more ways of obtaining resources are established. For existing save files the price will equalize over time.[/p]
  • [p]Customers will now spawn from the village side in the early game, and from all sides as the game progresses[/p]
  • [p]You now get +2 seconds per customers that spawns for the day[/p]
[p]OTHER[/p]
  • [p]Added Silver/Gold Ingot & Ore to Weaponsmithing level 5, and Armorsmithing 14 & 15 to avoid having the ingots unlocked, but not the ore.[/p]
  • [p]Tweaked customer behaviour so that's a tad more random[/p]
  • [p]Slightly moved the access points of the Ell display as they could become invalid when on the edge of a nav mesh node.[/p]
  • [p]Moved the product slots slightly upwards for Elim, Elkenrade, Ell and Elkerzee so products shouldn't clip into the cloth anymore[/p]
  • [p]Drought wasn't blocking DroughtLong, which could still cause them to happen at the same time.[/p]
[p]AUDIO[/p]
  • [p]Added rooster sound after waking up from sleeping at home.[/p]
  • [p]Entrance door now plays a creak sound effect when opening or closing[/p]

One Week of Early Access

[p]Hello shopkeepers![/p][p][/p][p]It's been one week since the Early Access launch of Faire Trade, and what a whirlwind it's been. We are completely blown away by your response. Can you believe the game got over 10k wishlists before launch?![/p][p][/p][p]From all of us on the team - thank you. Truly. You're an awesome bunch. Whether you were/are a playtester, early adopter, fan, or new shopkeeper, you have made this all possible.[/p][p][/p][p]Your feedback, bug reports, and reviews have been incredibly helpful (and honestly, a joy to read through). [/p][p][/p][p]We've put together an FAQ, which we'll keep updating as we get more questions coming in.[/p][p][/p][h3]What We’re Working On[/h3][p][/p][p]We’ve been busy behind the counter this week! First and foremost, we're focusing on fixing the most common bugs and crashes to ensure a smoother experience. We have gone through most of the critical bugs and much needed improvements, and we'll continue our work on the remaining few. After that, we need to catch up on our technical debt that we accrued over the last months. Basically removing some of the short sighted duct-tape solutions in favor of longer lasting support and stability in key areas. You can find the up-to-date changelog at the bottom of this post.[/p][p][/p][p]Patch 14580 was released yesterday - you can find the full changelog here.[/p][p][/p][p]We've had a lot of requests for controller support, so that's something we'd like to look into next. [/p][p][/p][p]Of course, there are more things planned in terms of new features, crafting options, and other fun additions, but right now we need to prioritize and tackle things in the right order. [/p][p][/p][h3]Translators: We Need You![/h3][p][/p][p]As many of you know, Faire Trade is offering support for community translations. French is currently at 96.40% and German is at 75.10%. At 100% they get added to the game! Other languages are being worked on too. Are you a polyglot? We'd really appreciate your help. It's really as easy as filling out a spreadsheet, and you can do as little or as much as you want.[/p][p][/p][p]More info on community translations[/p][p][/p][h3]Show Us Your Shop![/h3][p][/p][p]We’ve loved seeing your shops pop up across social media and Discord. Keep sharing them! Whether it’s a humble one-roomer or a full-on mall, we want to see how you're getting on.[/p][p]Tag us or drop your screenshots on Discord.[/p][p][/p][p]The shop that you can see on the cover image of this post was made by Pandorian. Maybe your shop will feature on the cover image next?[/p][p][/p][p]Check out these creations from Lidusia, Bear, anniedee, Loki is a cat, and scailman over on Discord. It's so fun to see how differently everyone plays the game, whether you're opting for efficiency, style, or just simply a fire hazard.[/p][p][/p][carousel][/carousel][p][/p][h3]Keep the Feedback Coming[/h3][p][/p][p]We’re reading every message, report, review, and suggestion, even if we can’t reply to them all. The early access journey has only just begun, and your ideas are helping shape what’s next. If you haven't yet left a review, we would appreciate this massively![/p][p][/p][p]Thank you again for making Faire Trade something truly special Discord Reddit X / Twitter BlueSky Instagram Facebook [/p]