Full notes
Full TasteMaker update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- Performance
- Fixes
Priorities
I mentioned in the last devblog that the game can sometimes be a bit of a waiting game, and that I wanted to make some changes to make it more interesting. After playing some older builds, I came to the conclusion that the priority system was actually quite interesting, and deemphasizing it might have been a mistake. I reverted these changes so there is now only one staff type again, and have a separate window to set their priorities.
Staff Clothes
One positive effect that introducing different staff types had, was that the different clothes made it easy to identify an employee's role. I did not want to lose this benefit so I made staff clothing an option that can be set for all employees.
Employee Stats
I also added employee stats to this update. The 3 stats that each employee has are:
Clumsiness
Clumsy employees have a higher chance of dropping plates.
Cooking
Cooking skill affects food quality of the food that the employee cooks.
Speed
Affects the walking speed of the employee.
Stats are randomly generated, and employees with better stats also have higher wages. I hope that the combination of the priority mechanic and the stats mechanic will lead to interesting strategies and possibilities.
Tableware Changes
I also made some changes to tableware management
Cabinets can now hold 10 instead of 7
Tableware now costs 25 instead of 5
Employees will sometimes accidentally drop and break tableware
Small Changes
Small performance improvement
Fixed land buying bug
Review popups disappear faster
Made hygiene more important
Source
Changelog.gg summarizes and formats this update. How we read updates.
