[h1]Priorities[/h1]
I mentioned in the last devblog that the game can sometimes be a bit of a waiting game, and that I wanted to make some changes to make it more interesting. After playing some older builds, I came to the conclusion that the priority system was actually quite interesting, and deemphasizing it might have been a mistake. I reverted these changes so there is now only one staff type again, and have a separate window to set their priorities.
[img]{STEAM_CLAN_IMAGE}/37954720/17940089e473775f38d184b4e02ba81fc9714d70.jpg[/img]
[h1]Staff Clothes[/h1]
One positive effect that introducing different staff types had, was that the different clothes made it easy to identify an employee's role. I did not want to lose this benefit so I made staff clothing an option that can be set for all employees.
[img]{STEAM_CLAN_IMAGE}/37954720/446e01eb129e8daa8859957e872929dfab8117b2.gif[/img]
[h1]Employee Stats[/h1]
I also added employee stats to this update. The 3 stats that each employee has are:
[b]Clumsiness[/b]: Clumsy employees have a higher chance of dropping plates.
[b]Cooking[/b]: Cooking skill affects food quality of the food that the employee cooks.
[b]Speed[/b]: Affects the walking speed of the employee.
Stats are randomly generated, and employees with better stats also have higher wages. I hope that the combination of the priority mechanic and the stats mechanic will lead to interesting strategies and possibilities.
[img]{STEAM_CLAN_IMAGE}/37954720/f92bea8e0f9cd834e135235f787dda69d7e4ccb3.jpg[/img]
[h1]Tableware Changes[/h1]
I also made some changes to tableware management
[list]
[*] Cabinets can now hold 10 instead of 7
[*] Tableware now costs 25 instead of 5
[*] Employees will sometimes accidentally drop and break tableware
[/list]
[h1]Small Changes[/h1]
[list]
[*] Small performance improvement
[*] Fixed land buying bug
[*] Review popups disappear faster
[*] Made hygiene more important
[/list]