In this update7
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Full Casino Resort Tower update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hey everyone, ːcrt_Blackjackː
What changed
- Performance
- Balance
- Gameplay
- Fixes
- Workshop
- UI and audio
Casino Resort Tower changes
I’m here with an update that’s mostly focused on fixes, cleanup, and stability. The goal with this one is pretty simple: to finally call Echoes of the Community a stable version of the game.
There’s one more planned update for this version (aside from hotfixes if something urgent comes up). That update will unlock the remaining graphs, improve tutorials a bit more, and include another big balance pass. It will also most likely be the start of public testing for the Nightlife Update, along with the trailer reveal.
I’m not expecting a long, multi-month public test this time. If things go well, the glamorous Nightlife Update should hit the main branch fairly soon, with all the noise, drama, lights, and parties.
Highlights
Elevator Controls
Elevator lines now have new idle behavior and idle door behavior settings. Small thing, but it gives you a bit more control over how elevators behave when they’re not actively moving people around.
Inventory Duration System
Cleaning and maintenance tools now use a duration / durability system. This mostly exists to make tool usage clearer and to give me a proper foundation to add and balance more inventory items going forward.
Maintenance & Cleaning AI Improvements
Maintenance and janitor AI went through a bunch of improvements. There were some annoying cases where they wouldn’t use inventory items correctly, wouldn’t clean certain trash types, or behaved strangely depending on what tools they had. They should now act a lot more consistently and sensibly.
The Void Horde of Patrons
Some of you reported issues where room capacity was getting messed up because of people map data. I honestly thought we had fully resolved this early in the patch.
Turns out… not quite.
A community member from Discord sent me a save file that helped uncover another related bug, triggered when changing room types, especially involving first-floor rooms. Fixing that led to a slightly unexpected result:
6,500 people emerged from the resort’s digital void.
Yes, really. That save was already around day 200, so these guests had slowly disappeared into nothing over time.
What to expect:
If you load a late-game save, you might see a sudden wave of guests appear
They’ll all try to use your resort
It can take about one in-game day to stabilize, especially in very late saves
Happiness may dip for a bit due to overcrowding, but it should recover
On the upside:
Smaller save file sizes
Faster load times
So… yeah. That happened.
Changelog
aka 'The Part You Scroll Past but I Still Had to Write'ːsteammockingː
Fixed garage vehicle values changing on load
Fixed Hammer Time achievement not unlocking
Fixed incorrect document requirements in business payment boxes
Fixed Finance Manager price buffs not applying correctly
Fixed customers getting negative moodlets from every vending search
Fixed Sports Lounge overcrowding due to capacity miscalculations
Fixed hotel room status text overflowing its UI
Fixed surface cleaners and trash bags not being used correctly
Fixed Finance Manager building cost reduction not applying in some cases
Fixed HR Manager failing to fire the last employee in the list
Fixed executive attention settings resetting binary policies
Fixed wall construction pricing after floor 50
Fixed CEO menu exception that could increase load times
Fixed waiters taking breaks mid-order or mid-clean
Fixed vending pricing inconsistencies across saves
Fixed executives’ prestige buffs resetting when they go home
Fixed CEO not repairing when tools were in inventory but not storage
Fixed entrance rooms showing full capacity without customers
Fixed employees not paying for break room vending machines
Fixed pricing menu desync after payments
Fixed trash handling edge cases with full dumpsters
Fixed lingering paid-due calculations
Fixed rare payment system load exceptions
Fixed missing error feedback when rooms lacked essential items
Fixed various UI overflows and duplicated entries
Fixed tutorial tips reopening after being shown
Fixed multiple policy pricing edge cases
Fixed several janitor AI edge cases
Fixed a bug causing the CEO to stay idle instead of transitioning to reception work.
Fixed save files failing if saved during the first tutorial hour
Added idle behavior options to elevator lines
Added a moodlet for people whose item mysteriously disappears while they’re using it
Janitors and maintenance staff now idle briefly in patrol rooms when there’s nothing to do
Added durability to:
Trash bags (25 uses)
Surface cleaners (15 floor cleanings)
Maintenance tools
Increased trash cleaning time:
+16% for janitors
+33% for the CEO
Reduced wall construction cost for the first two floors by 20%
Changed the “no hand dryer” moodlet to Uncomfortable
Increased casino bet holding chance
Customers are now more likely to play multiple casino games
Happy Holidays
Since the Winter Sale is starting and the year is wrapping up, I just wanted to say happy holidays to everyone.
Whether you’re jumping back into the game during the sale, testing things, sending bug reports, or just quietly following along, thank you for being here. This update is mostly about cleanup and stability, which felt like the right way to close out this phase of the game before moving on to what’s next.
I hope you get some time to relax, spend time with people you care about, eat way too much good food, and maybe manage a slightly less chaotic casino for a few days.
Thanks again for all the support this year, and enjoy the Winter Sale! ːcrt_Luckːːcrt_Blackjackː
Source
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