Crime, Capitalism and Chicken: Definitely Not Fried Chicken is 40% off!
Money, money, monaaay~
Definitely Not Fried Chicken is 40% in the Capitalism and Economy Fest! (Yes, we're surprised it's a real thing as well).
Patch Notes #13: POLICE RAIDS
Woop-woop! That's the sound of the police!
Because they're here. In Definitely Not Fried Chicken. To cause you mayhem!
Police Raids & Bribery
The Police have been added to the game. Once you are now making a little drug money, the Police Chief will come for his cut of the profits.
If you do not pay him, the Police will raid your factory. However, each time you pay, the Chief will get a little greedier and ask for a higher proportion of your drug profits!
If you reject his bribe (and take the raid) he will once again start asking for a smaller proportion of your drug profits.
The more drug money you’re making, the more severe the raid will be, so be sure to get your traps down and your guards suited and booted!
Christmas Decorations
In December and January, you will be able to place some Christmas decorations (which can be found in the Landscaping build menu):
Wreath
Christmas Tree
Wrapped Gifts
Stockings
Christmas Lights
A Reindeer
Gingerbreadman
Nutcracker man
Fixes:
Improved issue where attackers could get stuck by locked doors when attacking in large numbers.
Employees behaving strangely (e.g. not moving products to the appropriate location) when they have low needs (e.g. hunger) and an appliance is accessible to serve the need but it is not located within their room group.
Keep an eye out for Definitely Not Fried Chicken in the Steam Winter Sale, starting tomorrow, December 21st!
Keep up to date across our social media and Discord channels here:
We've got fixes for the fixers! We've got some dope fixes for you addressing issues with the cleaners, room groups and patrols! Check them out here:
Fixes:
Characters believing they are stuck when they aren’t at the West Street business location. This was seen when building over the entire plot. Additionally, characters not leaving the West Street business location when there is a viable exit for them.
Keybindings menu now works in the main gameplay scene (previously only worked on the main menu).
Improved cleaner AI. Cleaners should now clean only within their assigned room groups (as well as outside). They should also clean their room group rooms more evenly instead of only cleaning in a localized area.
Cleaners no longer get stuck in a loop of cleaning in a specific area if the dirty patch is inaccessible to them. They will now simply ignore inaccessible dirty areas.
Employees will no longer ignore their room group when carrying out personal tasks (like eating, sleeping, showering etc.). Therefore rooms that service employee needs must be included within your employee room groups otherwise they will die!
It should be noted that employees may still path through non-room group rooms if that is the only viable way to reach their personal task, corridors can be built to ensure this won’t happen
Unable to create a new patrol route if coming directly from the guard patrol route assignment interface.
The Patrols button was shown at business plots even though guards could not be hired there
Exceeding a bank balance of just over $21m would cause the balance to go to negative $21m. This upper limit has now been removed.
QOL:
There is now an additional tickbox in the Engineers’ task selection UI which specifies whether the Engineer is to reset traps after they have been triggered.
We've also got some requested features that we're working on too! So keep up to date here:
Patch Notes #11: Patrolling and catchin' you riding dirty
They see you rollin' (fat blunts).
Hello, law-abiding CEOs this patch brings you the ability for your guards to patrol!
This feature has been added ahead of the upcoming raid update that will be coming soon! We wanted to give CEOs a chance to set up patrols ahead of this update, in a timely manner before the scourge of the city starts trying to tear down your good, honest work.
New Feature:
Patrols have been introduced for guards!
You can create patrol routes, either back and forth or in a loop layout then assign guards to patrol on them during work hours.
During an attack or emergency, a guard may leave their patrol route to react to these situations.
Patrols can be created by selecting a new button within the Employees configuration panel (to the right of the Rooms button), then following the on-screen instructions:
Patrols can be assigned to guards by expanding the guard’s configuration UI and selecting Assign Patrol then clicking on a node of the desired patrol route. A Clear Patrol button is also available to unassign a guard from their patrol route:
Other Fixes: UFO glass was not semi-transparent meaning you couldn’t see inside the UFO.
DNFC is available now with 40% OFF in Steam's Autumn Sale! Offer ends 28th November!
What’s up, legitimate entrepreneurs? We’re back with even more fresh and free-range fixes for DNFC!
And yes, that Billy Joel plug did have meaning - because we’ve got some changes and improvements to Fire Fighting! Read more below in our patch notes.
We want to say a massive thank you for all of your feedback and reviews, as we continue to make DNFC a dope-tastic experience for all.
Here are your latest fixes and QOL improvements:
Fixes:
Fail-safe introduced aimed at preventing the issue where no client comes out to collect the boxes delivered by a delivery vehicle.
Vehicles dropping boxes and not leaving delivery destinations successfully.
Vehicles leaving garages prematurely when their next delivery destination expires or is manually removed.
Mechanics not being able to fix ceiling lights placed above certain objects.
The ‘new’ tag not being shown on the cash register button despite it never being placed at that business type before.
Products being indefinitely processed at certain appliances.
UI / UX / QOL:
Mechanics now have tick boxes for fixing and fire fighting tasks, they will only carry out these duties if their respective boxes are ticked. The boxes are both ticked by default.
Clicking on a vehicle instance on the dispatch map will cause the garages list to pan to its garage and play the highlight animation.
Fire Fighting Changes:
Engineers will now fix volatile appliances and AC units when their health falls below 75% rather than the 50% threshold for all other appliances.
The deadliness of fires has been nerfed - engineers now stand a chance of putting out fires without wearing fire protective equipment (but they are still very dangerous so protective equipment is advised).
Certain appliances previously had a chance of catching on fire without any warning that this is the case - this has been removed for clarity.
Attackers will no longer target volatile appliances during an attack.
Thank you all for your feedback and reviews, we're going to continue working on DNFC and making it the comfy cozy cuthroat cartel sim you know it can be!
Fixes:
An AI fix at the Beach View business plot which would cause employees trying to pickup boxes from a vehicle to become stuck in a ‘Looking for work’ and ‘Collecting product’ loop.
Stopped camera panning from stuttering if the mouse (invisible at the time) went over UI elements.
Pressing the spacebar could re-press the most recent button, causing delivery destinations to become un-toggled for example.
The cocaine refiner did not have UI stating when it would explode like other volatile appliances.
Rounding error on the Moped and Car in the finances panel, the daily costs of these have been slightly lowered to prevent the rounding error.
If viewing the finances tab (on the current day) and a new day would begin, the button to display the next day would remain inactive.
Stopped the mouse from remaining invisible if released over certain UI elements whilst rotating or panning the camera.
Having a negative bank balance would display two dollar signs rather than a dollar sign and a minus.
Translation key not found error within the finances panel for a vacant plot type.
UI / UX:
When hiring a new employee the list will pan to the new employee and display a highlight animation to clearly show where they are in the list (this is an issue when many employees are hired and a new one is put to the bottom of the list).
This panning and highlighting feature is also used when changing an employee’s or a garage’s sorting color.
Clicking on the employee in the list will get the camera to pan to them and open their inventory for easier configurability.
The ‘Nothing’ key in the schedules menu has been changed to read ‘Not Working’ for clarity.
Firing an employee now requires a press and hold to avoid accidental firings.
QOL
When selecting which products are accepted at appliances, there is now a Deselect / Select All button for faster configuration.
Halloween:
Halloween themed items have been added to the game (3 Carved Pumpkins and 5 Graves).
Various halloween themed changes to the city (these will appear until the 7th November):
Change the chicken logo on vehicles to pumpkins
Put a skeleton on top of the trucks
Turn the sea and rooftop pools color blood red
Change day / night cycle colors to be spooky (evening / night has a red tint)
Balance:
Swapped the unlock costs of the White Hazmat Suit and the Space Suit.
Stay update to date with DNFC and join our socials!
Sleep is my drug….my bed is my dealer and my alarm clock is the police.
This past month, we've been working hard to work on bug fixing and addressing issues which we've seen frequently pop up across our bug reporting forums and channels.
Without further ado, I present to you, Patch Notes #8:
UI / UX:
New Finances panel showing your profit / loss as well as sales and expenses.
A number under the Dispatch map button indicating the number of unassigned delivery destinations (delivery destinations which have never had a delivery vehicle assigned).
A number under the Notifications button indicating the number of current notifications.
All drugs are now displayed in the build menu regardless of whether the necessary equipment has been unlocked, locked equipment is now tagged as such and it’s indicated how to unlock it.
Increased the scrolling sensitivity of all scrollviews (e.g. employees list).
Fixes:
Workers ‘Looking for work’ when there is work available for them to do.
When selecting local businesses the camera will once again pan to them.
When entering names for Room Groups, Schedules or Garages, pressing the open map keybind (‘m’ by default) would cause the map to open rather than entering the letter in the name.
Fixed issue where vehicle route lines could be displayed outside of the map area.
Fixed incorrect tooltip text when hovering over the ‘None’ Aoe button in the overlays panel.
Thank you to everyone who has helped report issues across the past few weeks and support Definitely Not Fried Chicken through it's v1.0 Release!
The patching doesn't stop there, and our team is hard at work to make DNFC a deliriously dope experience for all!
Stay update to date with DNFC and join our socials!
We've heard the feedback following our v1,0 launch. And here at The Major's Definitely Not Fried Chicken, "we're dedicated to creating perfection!"
We will continue to hotfix and patch DNFC with updates following our v1.0 Launch!
Based on player feedback in discussions and reviews, our immediate focus will be patching the Stats and Finance menus back into the game - this is being worked on now and will come very soon. With a fancy new UI system, there's always little issues that slip through the gaps!
Please feel free to leave your bug reports in our dedicated Steam Discussions Bug Reporting Forum, as this really helps our team identify key issues to address.
An end-game scenario with the Major (make sure you build up your defenses and money before accepting)! The save can continue to be played after the end-game scenario.
New Character Items:
Many new weapons, clothing and traps!
Order Hotline Changes:
Hotline orders are now all timed, you deliver as much as possible (of the ordered drug) within the time limit and are paid immediately for each box delivered.
UI / UX:
All new UI.
Employees and Garages can now be sorted by assigning them a color.
Garages can now be named.
Schedules can now be named.
Schedules are global, each schedule is available at every plot for assigning to workers.
Fixes:
Place-able item getting stuck to the cursor and being able to sell it indefinitely.
Glass material updated on place-able objects to be opaque once again.
After selling a broken item, the next item of the same type placed will also be broken.
Maximum customers now determined exclusively from plot size and business stars rating.
Chicken shop food showing incorrect price after handing it to the customer.
Fence not being place-able after unlocking it at the Scrapyard.
The Billboards monument not showing the correct business type after reloading the game.
Placing a window removing wall textures in some rooms.
Some particle effects not playing upon re-loading the game.
Not being granted a refund on built rooms when changing a business plot type (and the rooms are automatically erased).
Duplicating doors under certain build inputs.
Thumbnail image not matching the item for various items.
Hay and Corn materials appearing one color.
Double shadows being displayed on landscaping items.
Windowed mode not working.
Various ‘Translation Key Not Found’ errors fixed.
Prevent SFXs from playing during loading.
Rendering issues with the Garage doors.
Changing the sensitivity sliders causing sensitivity to slow too much.
‘Sugar-coated’ and ‘Delicious’ Steam Achievements unlocking under the other’s conditions.
‘Cry Baby’ not unlocking after meeting the necessary conditions.
Notes: If you’re loading a previous save, your schedules will need re-configuring as schedules are now global. The schedules from your drug factory will remain but your schedules on other plots will be gone.