Patch Notes

Schedule 1 v0.4.1 Halloween Update Adds Sewers, Ladders and Performance Work

Schedule 1 has a Halloween update live, v0.4.1, which brings a brand new sewer network under Hyland Point, a climbing and ladder system to change vertical navigation, several new NPCs and a stack of small performance fixes.

The developer, Tyler, apologizes for the slight delay and says the build was briefly beta tested before public release. Multiplayer bandwidth and connection issues remain a focus, and a targeted patch to address network traffic is planned before the upcoming Shrooms update.

The update claims a roughly 10-15% framerate improvement thanks to a bunch of small tweaks and reworks – mostly moving calculations off the per-frame path and trimming unnecessary updates. For the full official post, see the update on Steam.

Patch Notes – v0.4.1

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.

If you want the developer notes in full, read the official update on Steam.

X, Bluesky, YouTube

Source: Steam

Angel Kicevski

I've spent half of my life playing video games, ever since the competitive 1.6 era. Now I am happily married to Margarita Kicevski, and have two beautiful children. My goal is to deliver fresh news and updates, but most of the time I want to work on guides. Since I have rebooted this website, I am planning on making it huge. Just you wait!

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