Patch v0.4.1f12 landed as a maintenance release that focuses on cleaning up networking and squashing a long list of multiplayer bugs. Developer Tyler says the work is intended to make future content easier to add and that the upcoming Shrooms update may be pushed into early to mid-December while this cleanup finishes. This follows the earlier content additions covered in Schedule 1 update adds rival cartel, shotgun, vehicles and a manor after player vote.
The post reads like the kind of developer message players both dread and appreciate. Tyler spent two weeks rewriting networking code to be less error-prone. Players probably will not notice flashy new features in this build. What they will get is a tidier codebase and fewer weird multiplayer glitches. A few items are worth calling out as practical changes. The patch adds a network replication queue to stagger data when a player joins, and it also adds an optional quest entry to the “Deal for the Benzies” quest to advise how to break the truce.
Patch Notes – v0.4.1f12
Additions
- Added a network replication queue system, which staggers the data being sent whenever a player joins a multiplayer game.
- Added an optional quest entry to the ‘Deal for the Benzies’ quest advising the player how to break the truce.
Tweaks/Improvements
- Refactored a lot of networking code to minimise bandwidth usage.
- Refactored how visuals are applied to mixed products in different states (unpackaged, baggie, jar, stored, equipped, etc). The old system was way too brittle and needed to be cleaned up before another drug type was added.
- Cleaned up a variety of product meshes, combining separate meshes into one where possible.
- Actions against the cartel now lower influence a bit faster, making it less tedious to unlock new regions.
- Moved the vehicle color code to a separate, dedicated script. This has allowed me to replace all the static, decorative vehicles around the map with simplified versions that don’t contain a bunch of unused scripts and components.
- Modified how vehicles apply colors to avoid unnecessary instantiation of new materials.
- Tweaked vehicle sounds.
- Refactored how vehicles decide if they should currently be physically simulated or not.
- Adjusted the friction properties of vehicle wheels when the handbrake is applied, making it a bit more effective at bringing vehicles to a stop.
- Enabled physics for post boxes.
Bug fixes
- Fixed bagged meth and coke using the wrong consume animation.
- Cartel dealers no longer send ‘inventory depleted’ notifications to the player.
- Fixed the cartel deal quest UI not reactivating.
- Fixed merchant dialogue sometimes not working for non-host players.
- Fixed purchased cars spawning in mid-air.
- Fixed the main volume mixer failing to silence in-game sounds while the loading screen is active.
- Fixed the lag spike that occurred as the loading screen closed.
- Fixed vehicle wheels not spinning for non-host players in multiplayer.
- Fixed Jessi never being selected as the random sewer key possessor.
- Fixed skateboard and vehicle inputs not working when you have rebound the main movement keys (WASD) to something else.
- The player no longer gets XP for deals completed by cartel dealers.
- Fixed customers being listed several times in the customer selection menu for dealers.
- Fixed a missing collider in Stash & Dash.
- Fixed drying rack management UI mislabelling.
- Fixed non-host graffiti not lowering cartel influence in multiplayer.
- Fixed missing font and incorrect text color in the vehicle repaint interface.
- Fixed a multiplayer bug where removing an item from a slot and quickly inserting another would cause the item to disappear.
- Fixed some null reference errors that happen when a player leaves the game while wanted or in combat.
- Fixed police sometimes not noticing non-host players breaking curfew.
- Fixed dead/unconscious cartel goons respawning and standing around doing nothing after a day passes.
- Fixed NPC behaviour/schedule update methods not running at 4 am.
Thanks for reading,
Tyler

















