
Greetings, Children of the Night.
My master, Vladimir de La Ligne, has been reading your letters, and a few of them made him laugh far too long. Masters locked out of their own construction menu by a room with no door, while time stood still. A morgue with nine drawers that only ever made room for one more corpse. A camera stuck zoomed in on the widest screens. He found a few horrors on his own too, among them a tutorial guest who could vanish after a badly timed save. Tonight's list holds nothing but repairs, and I made every one of them under his cold eye.
Your morgue keeps a real stock, and you choose its size. The number on a morgue's panel used to do two jobs at once: it capped how many corpses the morgue would accept, and it told your minions when to empty it. Once things settled, a single drawer did all the work, and fresh corpses waited on the floor whenever that drawer was taken and no machine was free. The morgue now takes corpses until all 9 of its drawers are full, whatever the number, and your minions carry out only the corpses above it. The number goes by Corpses kept (formerly Clearing threshold) and runs from 0 to 8 instead of 1 to 9. A new game starts it at 5, and hovering a morgue shows its corpses out of 9. At 0, every corpse leaves as soon as a machine is free. On an older save, take a look at that number: the higher it is, the fewer drawers stay free for a busy night.
The morgue finally explains itself. The minus and plus buttons beside that number showed a warning about carrying bodies that told you to put a Manhole in the same room. They now show the setting's own explanation. The two Morgue Assignment help pages (Help > Machines) have also stopped repeating each other. The first one pointed to room assignment as the answer to panics; it explains instead what starts one (a corpse that humans can see, carried or not) and advises putting the morgue and your corpse machines in a Minions Only room. The second page covers the morgue's panel and its Corpses kept number, and the tooltip on the morgue's room assignment control describes what that control does.
A room without a door no longer locks you out of construction. When a room was cut off from the outside while a human was panicking, often right after building over occupied cells, the game froze time as intended, but the panic kept the five construction buttons faded and unclickable. You couldn't place the door that would free the bar, the panic couldn't end with time stopped, and reloading brought the same lock back. The construction buttons now stay usable during that freeze, so you can place your door or arch. A customer who was already panicking calms down for the moment, at no cost in Awareness. Once every room has its access back and you close the Construction menu, time resumes and the panic starts again with its usual consequences. The pause itself stays: a room without access still stops the clock until you fix it.
A panic waits for you to leave the Construction menu. If a customer started panicking while you were building, say the occupant of a cell you had just sold, the menu slammed shut in the middle of your work. The panic waits until you close the menu, sometimes a few seconds longer, then starts with the same consequences as before.
Knocking down a wall keeps your customers coming. When two rooms merged, the new room kept the zone of one of them, picked by an order you couldn't see, so a Vampires Only room could swallow an Everyone room without a word. With no seat left for humans they stopped coming, and before long nobody came at all. A merged room now takes the more open of the two zones (Everyone, then Vampires Only, then Minions Only), and the bar's seat count updates straight away. On a bar already emptied this way, set one room with tables back to Everyone in Room assignment.
Placed furniture shows its sell button again. After leaving a level and loading one again in the same session, picking up a piece of furniture you had already placed could stop showing its sell button, and a right click didn't always close the construction panel on the first try. Both work again, however many levels you load.
The Prestige panel stops flattering your decor. On The Grand Preparations, it could show 25% Pirate and 25% Tiki while both objectives stayed unticked: the panel rounded each style to the nearest percent, so 24.9% read as 25%, and the objectives check the exact share. Style percentages now round down, so an objective that asks for a single style ticks the moment the panel shows its number. On an unchanged bar some styles may read one point lower than before, and the lines can add up to a little under 100%. No objective became easier or harder.
The quest Create a VIP area counts what's really in your bar. In this Litter Lane tutorial, chairs already standing around tables before you set the room to Vampires Only were only partly counted, so Place 4 chairs could stay below 4 with the chairs right there. And if the room later lost its Vampires Only assignment during construction, Limit to vampires stayed ticked while Place a table and Place 4 chairs could never tick. The quest now checks your actual furniture and assignments when the level loads and every time you place or sell furniture or change an assignment. At each of those checks, Limit to vampires and Place a table untick if they're no longer met, and the tracker shows the step you're missing.
Delivery objectives catch up with their missions. On Out of Stock, one master saw 49 of 50 Bloody Earl Grey on the objective while the delivery mission counted 60 delivered and refused any more. The quest could never end. A delivery objective follows its mission's own count. While the mission is still open and already counts an item as fully delivered, the objective fills up and ticks on your next delivery or when the level loads.
The tutorial's first guest survives a reload. In Litter Lane, Give former occupant a drink relies on the only customer the tutorial gives you at that point, the former occupant himself. A save made at the wrong moment, before he stepped inside, could lose him for good and leave you with an empty bar and a quest you couldn't finish. Loading such a save now brings him back, just one of him, and he takes a seat so you can serve him.
Reward windows let go of the clock. After playing a level and loading another in the same session, a reward window could stay stuck with a dead validation button and time stopped, and every click added its research points again until you hit the 999 cap. It closes on the first click, time starts again, and its research points are added only once.
Your minions answer again after a trip to the Vamp'Hire Agency. If you opened the Furniture menu, or clicked a stock alert that opens a shop, just as the camera flew to the agency, the game stayed stuck in furniture placement mode behind the hidden interface. Back in the bar, your minions ignored every click. Those menus now close before the interface hides, and your staff respond when you come back.
Hypnotists fill their Detention Cell again. Rarely, minions with Hypnosis could get stuck failing to capture a human for one particular Detention Cell, attempt after attempt, while the rest of the bar ran normally, which made it easy to miss. Their attempts for that cell go through again.
A save made inside the Vamp'Hire Agency reopens on your bar. Any save made while you were inside the agency put the camera back there on load, and you got a black screen or a view of the agency from outside. Loading now brings the camera back within the level's limits, with your bar on screen.
Ultra-wide screens get their wide view back. After a visit to the City Map, the bar kept the map's tighter framing for the rest of the session. On 32:9 monitors (5120x1440, 3840x1080) that meant a bar stuck zoomed in that no amount of zooming out could fix. Leaving the City Map now restores the framing chosen when the game started. On other screens the view of the bar is slightly wider after a visit to the map than it used to be, about 4% on 16:9.
Very wide screens see more of the City Map. On a 32:9 screen the map filled the width but lost about half of its height compared with 16:9. Screens wider than 2.4:1 now see it framed as on a 21:9 screen, between black bars on the left and right. At 21:9 and narrower nothing changes, and the bars only appear on the City Map.
The road back from a victory runs smoothly. Heading back to the City Map after winning a level could leave the game crawling until the next level loaded, around 20 frames per second on one master's machine that usually holds 60, which looked a lot like a freeze. It runs as smoothly as leaving through the pause menu.
Tooltips stop covering the tabs they describe. Hovering Purchases, Automation, Main Delivery Missions or Secondary Delivery Missions opened a tooltip right on top of the tab bar, hiding the very buttons you needed, while the Sales tooltip floated far above it. All five now open just above the tabs.
A minion's gauges stop calling him a client. On a minion's panel, the tooltips of the Alcohol and Fun gauges read "Client's Alcohol Level" and "Client's Need for Fun". They now read Drunkenness Level and Need for Fun, which fit minions and customers alike, and the alcohol gauge's title is simply "Alcohol" instead of "Alcohol Level".
Changing language mid-conversation keeps the answers readable. Switching the Language in Settings while a conversation was open could leave the reply buttons blank. They fill in the new language a moment later.
Italian and Spanish lines are back in the right language. In Italian, the side quest Vermin Extermination carried a garbled, half-Spanish title. In Deluxe Stock, the help shown when you hover the first objective appeared in Spanish for Italian players and in Italian for Spanish players. Both are fixed.
Three Russian help pages stay below their titles. In Russian, the text of three help pages (Windows, Doors, and Arches, Minion Stats and Square Meter Painting) could run into the page title. Their Russian text is shorter and says the same thing.
The bug report tool gives up instead of spinning forever. When sending failed, the loading animation could keep turning with no end (one master waited 10 minutes), or the window showed a raw technical error. A stalled upload is now abandoned after 3 minutes, and a failed send ends on a plain message asking you to try again. These new messages are in English in every language for now. Forgive me.
I sharpen the game's fangs on your screeches and your cursed bug reports. Send them through the in-game report tool, or better, join our Discord coven where I lurk most nights. If you must use the old ways, the scroll reaches me at [email protected].
If the game spared your sanity tonight, leave a review. It feeds the Steam algorithm, and it keeps me out of the coffin a little longer.
In my master's service,
Ludovic
Devoted servant of Vladimir de La Ligne
Praise Vladimir.