Family Office Simulator · published
Another update is live.
This one is mostly focused on three player-reported issues that were small on the surface but had some pretty important logic underneath them.
Property Manager lease renewals
Routine residential lease renewals handled by an in-house Property Manager no longer depend on the random lease-negotiation event happening first.
If you have renewal delegation enabled, the lease is inside your policy limits, your Property Manager is fully onboarded, and the team has the capacity to handle it, the PM can now take care of the routine renewal at month close.
If the rent is outside your policy, the team is overloaded, the PM is not ready, or something else needs your attention, it still comes back to you. I don't want the game magically making decisions your staff does not actually have the authority or capacity to make.
This also fixes an expiration-order issue that could let an otherwise eligible fixed lease fall into month-to-month status before the routine renewal path got its chance.
Older heirs now start with age-appropriate development
A family or adopted heir created at an older age could previously enter the game with essentially newborn-level competencies because their development only started after they were added to the save.
That is corrected. Older newly created heirs now receive deterministic age-appropriate prior development based on their age, education and potential, while still respecting their individual ceilings. Being older does not automatically make somebody a great successor.
Existing saves also have a conservative correction where the game can actually prove that an older heir came through the affected path. If the historical evidence is ambiguous, the game leaves it alone rather than guessing and potentially rewriting legitimate progress.
False “Market Update — Stable” emails
A player sent me a save showing something that looked pretty strange: the taskbar already showed the economy as Stable, but the game later sent an email announcing a change to Stable anyway.
The save helped us track down the exact cause. Older/fresh state could effectively be treated as Stable by the game while the underlying cycle field had not yet been explicitly stored. When that field later became Stable, the game could mistake that initialization for an actual economic transition.
Fresh games now begin with an explicit Stable market state, and supported older saves normalize safely. Stable-to-Stable will not generate a fake market-change notice or incorrectly trigger the accompanying market-cycle education.
Real Boom, Stable, Correction and Crash transitions still work normally.
I also put the combined update through the full regression suite, packaged-runtime testing and a private Steam build before pushing the exact same build live. I know I have been moving pretty fast with these updates, but I have zero interest in fixing one thing and breaking three others in the process.
Thanks again to everybody sending screenshots, saves and detailed reports. The saves especially have been ridiculously helpful because they let me prove what actually happened instead of guessing from the outside.
Keep them coming.