In this update4
Full notes
Full The Walking Trade update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Store
- Fixes
- Balance
The Walking Trade changes
Wow, what a weekend! It’s really nice to see such positive feedback to the previous patches. Today I’ve ironed out the cleaners a bit more so they should be more stable but as they only seem to bug during longer plays it’s hard for me to confirm so please do let me know either way if you think they’re better or worse!
Bug Fixes
Upgraded radios now show the correct “No News” text instead of the “Insufficient batteries” text when interacting.
Upgraded beds now show the correct “Store Open” error when interacting.
Fixed an issue with the Taser Stick not being droppable from containers.
Fixed an issue causing the Generator needing to be fixed again after each load.
Falling asleep or dying during the Open/Close cutscene no longer causes a permanent black screen.
Cleaners should no longer attempt to enter the second entrance door before unlocking that room.
Fixed an issue with the staff job assignment window showing the incorrect job before assigning
Fixed containers to respect their upgraded capacities when content greater than the base capacity when the save is loaded.
Secured items will now long be included in crafting recipe requirements on the crafting station.
Changes
Slightly decreased the customer spawn rate at higher reputation as with multi-purchase containers now working it felt too chaotic (tricky one to get right, please give feedback!)
Improvements
Improved Cleaner staff to not get stuck at the Job Board when there are things to clean as often. (Still on-going fixes, please give feedback!)
Cleaners should no longer attempt to clean items from the skip.
Cleaners should no longer be obsessed with the radio in the bedroom.
Cleaners will now place items on warehouse pallets with the same item.
Cleaners are less likely to shelf or place items through walls.
Restricted the ability to place items on pallets until they have been secured via Build Mode as intended.
In the next patch I am going to look into smoothing some of the cardboard box issues, particularly the lag with the basket stand. As always make sure you are on 1.0.7 for these changes (sometimes a steam log out, log in is required to get updates).
Future Content
Bug fixes are great but for those who have beaten the game and what something new to chew down on I’d like to discuss the first major content which I’m hoping to get in end of next week. Introducing: Hellraids! Hellraids will be per-determined raids with leaderboards that get increasingly more difficult each time one is defeated. Every player will experience the same raids in the same order to make things as fair as possible. Deep into the Hellraid count you will start to see multiple bosses share a wave, meaning you may need to deal with Twin Terrors and a Birther simultaneously… As if the crawlers weren’t fast enough already. Hellraids will be unlocked once all world boss raids have been successfully defeated. Losing a Hellraid will not harm your current highest score, instead, you will get to retry it again a few days later.
The launch of Hellraids will ultimately depend on the status of major bugs by the end of the week. I’d also like to make sure they’re stable when dropped so that will also be a factor but I will communicate this as I go. Today's favourite player shop: Steam post image Thanks again, Adam ❤️
Source
Changelog.gg summarizes and formats this update. How we read updates.
