Hello! This update features the first employee’s rework. As plenty of additions are new there could be issues that will be fixed these incoming days. Some other employee optimizations and features will be implemented next patch or the patch after.
In other news there might be a discount to the cool DLC quite soon for the incoming Steam Winter sales and more Christmas related stuff.
Changelog:
- Added two new employees.
- The employee’s blackboard next to the opening switch is now deprecated. Employees can now be hired, dismissed and assigned from the Manager’s blackboard. Each day a pool of 10 employees with different random stats will be generated, these stats are for now: cashier, restocking, storage management and security. These individual stats affect how fast they earn experience and it’s not an indicator of their performance.
* For commodity, players with ongoing games will be given the chance to reroll the employees’ pool once for every 5 ingame days played up to a capped max.
- Employees will earn experience when dedicated at their tasks: earning grades in the assigned task will make them more proficient at that particular task. Note that even an average employee will be more effective than all the ones from the previous system. Some initial improvements to each task depending on level for include:
* Cashiers: to be added soon, sensible suggestions are welcomed.
* Restockers: will slowly earn extra moving speed (added to perks) and more importantly to mitigate restocking times they will be able to restock multiple items at once as they earn grades.
* Storage and security: will earn extra speed (added to perks) as they earn grades. Still thinking what improvement could storage employees benefit from, maybe being able to carry several boxes but its viability has to be studied.
- Tasks can now be assigned individually per employee via the Assignment tab in Manager’s blackboard.
- Employees have no collisions against themselves or other NPC entities to improve their pathing.
- Employees’ turning speed is now dependent on the speed upgrades perks for better navigation.
- Employees should now keep the same coherent positions outside when in security duty.
- Players can now name their employees when hiring and it will appear above their heads. This is optional and the input field can be left empty.
- In the case of DLC players, hats can be now assigned individually per employee in the Assignment tab. Joining players with permissions can also set the hats.
- Each employee has its own salary depending on their skills and some randomness. Players will be able to pay salary as invoices once the respective tab is operative in the Manager’s blackboard.
- Employees will now try to go to the staff room when not assigned. In the future the plan is for them to sit in placed chairs and stools if they exist.
- Improved customers pathing rotations, they should be now smoother than before.
- Changed the 100$ paper note in cash registers to a 50$ one.
- Further adjusted the small freezer and fixed an issue which made products protrude above glass.
- Added two more staffroom props: a stool and another arcade machine.
- Some changes to optimize restockers last week have been undone as players have reported some inefficiencies (high count products being restocked over low count). A better optimization is being worked on. Note that meanwhile players may get some FPS drops when restockers/storage are assigned (especially if ALL are assigned) and no products are available to be restocked or boxes to be transported, as they keep iterating and iterating over the high count of shelves for something to do.
Known issues: joining players may not see employee’s happiness level correctly.
Employees Rework: Part 1
Update notes via Steam Community
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