Another Tavern Simulator · published · build 26170043
Hi everyone :)
Thanks to everyone who writes in about improving the game!
All week I kept polishing things and quietly rolling out updates, but didn’t post about them in the news (shame on me), so here’s a rough list of everything since October 15:
An orders list on screen: pictures of the ordered drinks and food, with a tick once an order is delivered.
Inn lodgers are shown to the left of the minimap: a bed, stars and a patience ring.
Lodgers arrive even while the tavern is closed and don’t leave when you close it.
A bell now rings when a lodger walks up to the inn desk. (let us know if it’s too loud, we’ll turn it down)
The crowd murmur in the hall is turned off (it sounded kind of odd 🙂 )
Workers walk through you and the guests and no longer get stuck in them.
Inn room coziness now counts every cozy item, not just the best eight.
“Heart of the Valley” now needs 800 guests and 40 special orders.
Tavern Book, “Guests” page: new “Quests” and “Valley” sections.
The friend’s order is visible in advance, it opens after all the quests.
Guild awards now show “+1 skill point”.
Oren’s and Tessa’s quests count drinks delivered by a waiter. Any drink of yours with a berry works for Tessa, and Mirren’s evening counts by the evening’s goal.
An empty bottle can be thrown in the trash for 1 coin. (Items also sell for half price)
Cocktails take liquid from the least filled bottle first.
Shelves fill left to right and top to bottom.
“Shelf Organisation” skill: you can assign a bottle to every spot on a shelf. The new window looks like the shelf itself: pick a bottle and drag across the spots. Small plates with icons appear under the assigned spots on the shelf, and the stocker takes bottles to the shelves with their spot first.
Bottle icons were redrawn and now match the bottles in the world.
The bar now seats three instead of two.
Coasters for cocktails on the bar: five, and ten after the bar upgrade.
While placing furniture, the item always follows the crosshair.
Softer colours for the amount left in a bottle, and the label when you look at a bottle is easier to read.
A compact “Ingredient stock” panel at the preparation table.
A crash at the fair.
Guests teleport much less often.
Guests no longer get stuck at the sign by the entrance.
The stocker no longer walks back and forth forever between the chest and a nearly full shelf.
Dirty dishes no longer float above the bar.
Pressing ESC a second time in the pause menu always returns you to the game.
P.S. You’re awesome if you read this far!
A small teaser just for you: I’m working on expanding the map and filling it with all sorts of little things, plus a farm, an apiary, fishing and a couple of neighbouring villages are on the way :)
No promises on dates yet, but it will definitely all be ready by the Winter Sale :)