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Major Update – Patch 0.5.0

Hey everyone it’s finally time for the next major update!

It's been a long while since the last one!
Adding the nurse, infirmary, injuries & new techs turned out to be a far bigger task than I had imagined.
The good news is that as a result of the wait, this update is by the biggest so far by a wide margin!
There are almost too many changes to list here so I'll go over the most important ones.

Something to note:
Since this update adds & changes so many things, there's an increased likelihood of running into bugs over the next few days. Should you encounter any, make sure you send me an email to [email protected] so I can get them fixed asap.

The main highlights of this update are:

[h2]New Additions:[/h2]

- New Zone: Infirmary
- New Objects: First Aid Terminal, Medical Cabinet, Medical Bed
- New Research Techs: Infirmary & Liability Waver

- New Mechanic: Injuries
Be on your toes because injuries may now occur in your Rec Center!
Injuries range from minor up to critical & can happen for a variety of reasons.
While injuries are not completely preventable, you can reduce their frequency with with well maintained equipment, good cooks/lifeguards & a clean Rec Center.
Not all equipment is equally dangerous, for example you can expect to see more injuries coming from a squat rack than from an exercise bike.
When a customer is injured, they will lose a chunk of HP.
Based on the severity of the injury, their HP will begin to slowly recover or decay over time. The worse the injury, their faster their HP will decay.
Medical attention will slow the decay, with good enough medical support, the decay rate will invert to a recovery rate, preventing eventual death.
There are a variety of things that affect a customers decay/recovery rate. Things like being in a Medical Bed or chair or having no mess nearby. Even just having a nurse nearby can slightly boost recovery speed!
If you don't believe you can save a customer in time, you can call an ambulance & a paramedic will come collect them (for a fee), otherwise there are a few additional ways to deal with injuries:

- New Profession: Nurse
Nurses are a little different than other employees & their payrate is 50% higher than the standard.
While they can work regular hours, they can also be called in from home to come in for an emergency (for an additional hourly cost).
Also, if a patient is critically injured & can no longer walk, the nurse will carry them to the infirmary & ensure they get the help they need.

- New Manager Techs: Basic First Aid & Standard First Aid
These techs allow you to manually provide a small level of first aid support for injured customers.
This is particularly useful if there's no nurse working or to help clear up the infirmary if it's getting overloaded.
But be aware, bandaging may be enough for some injuries but bandaging a critically injured customer might only just buy them a little more time.

- New Statistics Tab: Injury Log
This new tab records a variety of details about any & all injuries that occur in the Rec Center, this includes drownings & food poisoning from the Cafe.
The Injury Log is only viewable after unlocking the 'Infirmary' tech.
Here's a screenshot of the Injury Log:


[h2]Changes to Employees:[/h2]

- Traits Overhaul:
Many employee traits have been reworked, for example:
Employees with Low Expectations will now never request payrises & employees with High Expectations will request raises frequently.
- Traits: Reliable & Unreliable renamed to Dependable & Undependable
- Employee traits now display descriptive tooltips upon mouse-over
- Employees also now have increased odds of having multiple traits.

- New Employee Traits:
- Night Owl, Loves working really late into the night
- Early Bird, Enjoys waking up bright & early
Employees with these traits CAN work any hours, however they are best utilised during their most productive hours.
You can make a Night Owl work mornings, but don't expect them to be overly happy about it, it might also reflect in their performance.

- Working Overtime:
The nurse & lifeguard now have options to allow them to work overtime if they think it's necessary.
For example, if a lifeguards Overtime option is checked, when their shift ends, they can make the decision to stay back to keep watch over the pool if there are no other lifeguards on duty & there are swimmers nearby.
The nurse has similar options for working overtime.


- New Stat: Productivity
The Productivity stat determines how fast an employee works. It doesn't affect their movement speed rather it affects how fast they complete tasks.
Productivity is affected by many different variables, such as stamina, job satisfaction & happiness.
Traits also play a very big roll in productivity. Eg. An employee with the 'Dependable' trait that is happy & loves their job will work much faster than an unhappy 'Night Owl' forced to work a morning shift.

- Lifeguard wages are now 10% higher than regular employees
- The stats boost gained from the Poaching tech has been slightly nerfed

[h2]Changes to Customers:[/h2]

- New Customer Trait: Clumsy
Customers with this have an increased chance of injuring themselves while using equipment.

- Slightly reduced odds of customers cancelling membership
- Customers now take slightly longer to drown & have a slightly reduced chance of drowning
- Regular customers can now be forbidden from using Classrooms again
- Increased customer mood boost from being near a TV by 15%

[h2]Changes to Manager:[/h2]

- Fatigue now affects manager movement speed (50% slower at max).
- The Manager now provides a small happiness boost to nearby customers (Based on the charisma stat).
- You can now use your manager to manually pick up & move customers that have been severely injured & can no longer walk.
- Manager techs now have a separate tab in the Research menu.

[h2]Smaller Changes:[/h2]

- Sound Engine Overhaul:
The way sound effects play has been rewritten. Sound effects now sound a little less jarring & stereo speaker support has been added.
Sound volume also transitions better now when zooming in & out.

- Time Flow Changes
The flow of time has been changed to prevent rounding oddities causing some in-game minutes to be slightly longer or shorter than others.#As a result, time now flows an unnoticeable 3% slower.

- Minimum Stock Threshold:
Similar to equipment repairing, it's now possible to set a percentage on any objects that use stock, like Vending Machines.
If you set the minimum stock threshold to 70%, your employees or manager will only attempt to restock the object once it falls below this number.

- Zones now have their names displayed on the map
- Added & improved various tooltips
- Many new customer & employee emotes have been added

[h3]Bug fixes:[/h3]
There are effectively too many bug fixes & changes to list but I'll go over some of the notable ones:
- Fixed major cause of NPCs getting stuck or running on the spot
- Mess should no longer mistakenly drop inside walls or objects
- Added additional measures to prevent anything from accidentally being placed out of bounds
- It's no longer possible to build tiles over tiles of the same type
- Customers now judge their environment correctly at 4x game speed
- Compassion stat now shows the correct value
- Managers can no longer manually interact with things while paused
- Rust Protection tech now correctly reduces dura decay by 50%
- Fixed some NPC pathing issues
- Fixed possible crash when trying to destroy out of bounds things
- Fixed bug that can cause Janitors to get stuck at the mailbox
- Fixed bug causing employees to to get stuck when their shift ends
- Fixed additional causes for NPCs to get stuck in place
- Fixed crash when trying to place certain objects out of bounds
- Customers at the Cafe will correctly turn away when stock runs out
- Small performance improvements & fixes to stuttering
- Countless additional minor improvements & bug fixes


[h2]What's next:[/h2]

Due to time restraints I decided to hold off on overhauling the customer review system, so that's high on my priorities right now.

In addition to that I've been planning a built-in help guide to explain how many in-game systems work.

Also, some time in the near future I'm going to have to port the game over to the latest version of the game engine so I plan to slowly make some framework changes to make the task easier.

I have a long list of small changes & additions planned but I haven't fully settled on what the next major feature will be. I'd love to hear some suggestions!

Also if you have any good ideas for challenging Steam Achievements I'd love to hear those too!

Lastly,

As this is a very major patch that changes a great deal of things, there will almost certainly be some undiscovered bugs lurking around. Should you encounter any, please email me at [email protected] so I can squish them!

I hope you enjoy! :)