Schedule 1 v0.4.5 open beta brings Golden M1911, delivery app redesign, and weapon aim updates
The Steam news entry for v0.4.5 lists new items like a Golden M1911 and Big Sprinkler, a reordered delivery app, dynamic reticles, a headshot multiplier, AI tweaks, and a temporary feedback system migration.

Schedule 1 published the v0.4.5 Open Beta patch notes. The update centers on several player-facing additions, a delivery app overhaul, and a set of combat and AI adjustments that change how ranged weapons and NPCs behave.
Major highlights include a new Golden M1911 sidearm, a Big Sprinkler item, a reorder feature for the delivery app, and a dynamic reticle plus headshot damage multiplier for ranged weapons. The developer also adjusted NPC consumable effect durations, improved management and threat response behaviors, and temporarily disabled the feedback system while migrating to a different backend.
Without further ado, you can find the patch notes below:
Schedule 1 v0.4.5 Open Beta Patch Notes
Additions
- Added Golden M1911.
- Added Big Sprinkler.
- Added reorder feature to the delivery app.
- Added ‘seeded mixing’ setting.
- Added dynamic reticle for ranged weapons.
- Added notifications when deliveries arrive.
- Added headshot damage multiplier for ranged weapons.
Tweaks/Improvements
- Redesigned the delivery app.
- Employees (excluding dealers) will now consume any bagged product left in their inventory.
- Supplier relationships are now increased when you purchase items at a meetup.
- Tweaked item slot filter context menu UI.
- Tweaked product effect duration for NPCs:
- Weed = 9 hours.
- Meth = 9 hours.
- Cocaine = 6 hours.
- Shrooms = 12 hours.
- Effect durations for players are 1/3 of these values.
- The assigned employee’s name is now displayed on management pop-ups.
- Tweaked the spread and aim duration of all ranged weapons.
- Tweaked the impact force of various weapons.
- Management popups are now visible even when outside of property bounds.
- NPC movement is now halted during a heavy flinch.
- Tweaked the customer product enjoyment evaluation algorithm to exclude quality consideration when used in a theoretical context (generating a deal offer, evaluating counteroffers, etc).
- Improved NPC threat response behaviour.
- Temporarily disabled the feedback system while we migrate to a different backend. The old system was vulnerable to exploits and did not handle the volume of reports sufficiently.
Bug fixes
- Fixed missing chemistry station particles.
- Fixed meth, coke, and shrooms being discovered immediately in a fresh save.
- Fixed clipboard hints not working.
- Fixed NPCs jolting when they ragdoll while crouched.
- Fixed weird collision at supplier meetups.
- Fixed the sweatshop post box mesh not reflecting the actual physical position.
- Fixed third-person gun animations sometimes getting stuck.
- Fixed NPCs sometimes not reacting to gunshots/brandishing.
- Fixed delivery duration always being 6 hours for non-host players.
- Fixed the shotgun firing sound playing several times at once when heard from a third-person perspective.
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Schedule I
Developed by TVGS



