Schedule I Business Management Terminal
Image via TVGS

Schedule I Halloween Update Adds Sewer System, Crown, and Throne

It’s a little late to the party, but Schedule I is celebrating Halloween in style with an all-new update that expands the game world, adds new items, and even a few characters to flesh out the experience. The Schedule I Halloween update, as it’s called, boosts framerates with further optimization to accompany the new content!



Schedule I Halloween Update Patch Notes

Additions

  • Added sewer system.
  • Added climbing system.
  • Added ladders to various buildings.
  • Added sewer maintenace office property.
  • Added sewer access key.
  • Added 2x1m plastic table.
  • Added trash crown.
  • Added garbage throne.
  • Added water step sound.
  • Added ‘sewer king’ NPC.
  • Added ‘sewer goblin’ NPC.
  • Added meth LODs.
  • Added new ‘replication queue’ system to help stagger network traffic when a player joins a multiplayer game.
  • Added loading dock to west Gas-Mart.
  • Added 5 more graffiti locations.

Tweaks/Improvements

  • Refactored the environmental FX and post-processing system to support transitioning between different visual zones.
  • Changed fog color and density to be controlled by day-night timeline instead of a basic curve/gradient.
  • Tweaked occlusion settings for more aggressive culling.
  • Tweaked shadow cascades.
  • Tweaked various LODs.
  • Disabled vehicle FixedUpdate calculations when vehicle is static.
  • Optimized compass rendering.
  • Disabled a light optimization technique that wasn’t actually providing any performance improvement.
  • Changed a lot of calculations to be on-demand instead of every frame.
  • Disabled additional light shadows when quality is set yo medium or below.
  • Changed various cooldowns to use global time (Time.timeSinceLevelLoad) instead of manual time tracking.
  • Removed unnecessary update loops from a number of scripts.
  • Replaced some MeshColliders with primitive colliders.
  • Cached animation string hashes on start instead of recalculating on use.
  • Turned off shadows for a bunch of small objects.
  • Tweaked graffiti surfaces to only generate texture data when required instead of when the game starts. This was causing a ~1s hitch and unnecessary memory allocation whenever loading a game.
  • Reorganised the structure of the main scene. This shouldn’t have any visible impact but makes my job easier in the future 🙂

Bug fixes

  • Fixed police global vision events not working properly (this allows police to ‘share’ their knowledge of where a wanted player is.
  • Fixed a bug where NPCs would shoot at the player even when not visible.
  • Fixed some duplicate GUIDs.
  • Fixed police officer vision getting bugged if killed while searching for the player.
  • Fixed ‘cuke effects’ and ‘energy drink effects’ utility items being usable in item slot filters.
  • Fixed not being able to pickpocket unconscious NPCs if you have recently failed a pickpocket.
  • Fixed null reference error that occurred when inserting cash into a storage entity.
  • Remove some unnecessary Player.log spam.

For more Gaming News prioritizing indie and lesser-known titles, trust in The Guide Hall to keep you informed!