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Full Final Profit: A Shop RPG update
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What changed
- Gameplay
- Store
- UI and audio
- Maps
- Balance
- Fixes
Final Profit: A Shop RPG changes
Ahoy! And welcome to 1.2.1! Okay, I know I said I was gonna focus on 1.3 next but getting distracted with fun new stuff is part of the deal as far as I'm concerned (don't worry, 1.3 is still very much underway).
Introducing Enterpriston shop staff!
This has been requested a lot. There are 3 new shop workers available with this patch, 1 can be active at a time and they can be hired and fired at will once unlocked. Each has their own progression system and they all scale differently and have different strengths for you to discover.
They earn XP by watching you sell products, and then will sell their own products while you are out of the store (as long as you've stored money for their salary). The speed, amount, and type of products depends on a variety of factors such as their level, your automation pillar speeds, and product tiers. The amount of XP needed to max each one out is quite high and not intended to be completed in one playthrough, the XP carries over into NG+ to accommodate this.
The most easily acquired one is Vend, who was the previous owner of your shop. She becomes available when it's time to leave Enterpriston in the story.
You're invited to the Commodity Pavillion!
A new building has popped up where the commodity traders used to hang out, now they have room to set up stalls of their own. You can see what each vendor has to sell! Alongside a new intro cutscene, hopefully this will encourage players to engage with commodity trading in the late game.
The hunt for secrets continues.
There's been a lot of activity in the discord since the last patch from players trying to solve the new secrets. Some have been figured out, but others are still being actively investigated. This has been awesome! I enjoy it, you all seem to enjoy it, so I'm adding another this patch. There is a new secret this update that is on a similar scale as the the ones that remain undiscovered. Good luck!
Changes:
Adjusted some flavour text revolving around Vend.
Added a new face set for Vend.
Added 3 Enterpriston Staff that function similarly to Batnik (but much more involved).
Added a new cutaway scene
Added a new gameplay sequence after Biz passes out at the start of the game ("This new segment is designed to show new players that the game has more to offer than may be apparent at first, I don't want players to stop playing in Tutetown because they think that's all the game will be. It also let me add a bit of lore for Vend.")
Improved 'Lord of Business' text sprite and added animation
The Representative will now explain that tax strikes are cleared upon successful payment the first time it happens
Added digit grouping (commas) to tax vault windows ("Much easier to read")
Added some flavour sprite variation to the new staff NPCs
Updated track: The End Of Business ("This track never sat right with me before, I had to rush it really close to launch, but it's used at a critical moment and needed more oomph. So I've spruced it up, now I think it's awesome.")
Updated patron list
Updated gold hud to make the commas more readable ("Turns out a lot of people didn't realise the little knibs were meant to be commas, hopefully now that should be more clear")
Changed some backend stuff so that I can use permanent upkeep as a consequence in choices (only 1 exists currently) ("Oh boy do I have some mean plans for this")
Added a miniquest to fix the lights in the apartment building
Adjusted sidebar popup notifications so they appear slightly quicker and will also fade out before overlaying the UI at the top of the screen
Adjusted Port map (this is to accommodate a new building, it also makes the apple on this map harder to get)
The Mayor of Oil Town will no longer leave his position in the Squeaky Lagoon sometimes.
Added new map: Commodity Pavillion
Added a new way to engage with the commodity system
Added a short intro cutscene to introduce the commodity system ("This is another change to try and help direct people to stuff to do once they reach The Capital")
Added stat pages in the ledger for new staff members
Added stat pages in the ledger for old characters who could be considered staff members
Slightly altered some frog behavior ("During the ongoing secret hunt some industrious players began to think that a particular frog was involved in the secret. It was not. However I liked the crazy stuff they managed to do with it so much that I've made it a feature.")
Added digit grouping to numbers involved in the climax
Added reminders on the dog and bee upgrades after purchasing them
Owlet Lich will now activate it's bonus health siphoning from any HP regen source
Added a seed count display over the shop pots ("An excellent suggestion from a player. The shop pots are often a point of confusion, this may help ease some of that.")
Reduced size of text for coffee portal
Added a new secret spell
Bug Fixes:
Fixed an instance of large text getting cut off in birds hate you mode.
Fixed a bug with the Enterpriston side train door that allowed the train sequence to be reentered
Fixed a missing apple count flag under specific circumstances
Fixed auction real estate dialogue triggering when you didn't have enough coin
Hotfix roundup:
Fixed getting stuck slow after getting Magna's Axe if you hadn't unlocked any boots.
Fixed Mr. Tony's max stocks displaying 0 (actual number was correct)
Fixed a bug causing the screen to lock during a new minigame
Fixed lighting in Batnik cutaway scene
Added a tiny easter egg in NG+
Fixed new minigame not resetting correctly
Changed the way move routes are handled for 'new business' events so they don't get stuck or loop
Changed the info text about swapping customer upgrades
Added a new map for a cutscene
Added a plugin that adds a 'back' option when using the name entry field
Fixed an error with calculating one of the optional customers total spent stat
Fixed horse trading cancel choice defaulting to trade all
Added extra dialogue if trying to leave Tutetown while saving up for the debt or to move on
Made name entry accept some other varieties during a certain quest
Fixed stock arrows always being stuck on down
Fixed bakery number display not always updating
Fixed one of the bread traders labels
Fixed stock influence text not returning to default on expiry
Sprinkled some lighter tiles throughout the trial of the Minappletaur to catch the light better, also lightened the tileset in general
Reordered the passive income processing so that upkeep is subtracted after income instead of before
Fixed an exploit that could cheese a new minigame
Updated a performance plugin
Added 'x minimum' text to exchange all windows for tokens
Fixed some typos
Added an explanation choice to the maintenance board
Added a new shop cosmetic from rabbit holes
Added a line of upgrades for rabbit burrows
Changed spirit child's first upgrade implementation so that they won't interupt sales
Added a new option to reduce the on screen information and feedback while crafting, may improve performance
Added a way to escape a new horse location if you find your way in there early
Added a plugin that (hopefully) makes playtime more accurate
Added a screen to the end card showing playtime, steps taken, save count, and challenges active
Disabled the sleek gauges plugin because of a couple of bugs it was causing
Added segment lines to gauges
Did some unholy sprucing to the menu fonts
Expanded ending: The Law
Added a plugin to make wobbly text
Added a round total when one of the secret customers leaves
Added digit grouping in several places
Added a staff section to the ledger, as part of the stat section.
Changed category font for ledger text
Wow! Some pretty cool stuff huh?
Thanks for playing!
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