Update log
Full Faire Trade update
The complete published notes, normalized for clean reading and source attribution.
Repeated intro
Hello dear shopkeepers!
Extracted changes
- Gameplay
- Performance
- Maps
- Events
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 href="https://steamcommunity.com/games/2526560/announcements/detail/529864539779367430?snr=2___"]
Today we are excited to bring you a new update with a bunch of cool new improvements. Let's get into it!
Employees Update
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.
Milestones
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.
New Display Colors
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.
Lighting Rework
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.
Terrain Rework
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.
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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.
Snow Update
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
Source
