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hdlmrell-OverTheCounter-2.0.10
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OverTheCounter Changelog

v2.0.10 — Bug Fixes

  • Overhauled dispensary customer pricing to closely simulate vanilla deals: flat per-product pricing paired with dynamic tipping based on customer enjoyment — with perfect skill checks, OTC sales can now match and even outperform vanilla curfew-bonus deals
  • Fixed OTC entities duplicating after dying and reloading
  • Fixed client players being unable to reliably ring up customers at the checkout counter in multiplayer
  • Fixed client GreenTab pricing buttons doing nothing in multiplayer
  • Fixed OTC quests not appearing for client players when they took ownership of a property

v2.0.9 — Bug Fixes

  • Customers no longer refuse to buy bricks when smaller package types aren't on the shelf — checkout now seamlessly repackages bricks, jars, baggies, and any other format mid-sale
  • Budtending consultation pricing now mirrors the vanilla deal formula — with matching Products App and GreenTab multipliers, an OTC sale on a single product lines up with the vanilla equivalent (OTC still offers variety in a single deal, which vanilla doesn't)
  • Fixed checkout remainder/return storage leaking between properties when you own more than one dispensary
  • Added a guard to prevent duplicate grid items from spawning on saves made with older versions of the mod

v2.0.8 — Bug Fixes

  • Added multiplayer sync for dispensary customization — desk style, display name, sign colors, and pricing now sync from clients to host with ownership checks and input sanitization
  • Widened S1API dependency range to accept 3.0.0–3.0.3 while rejecting the broken 3.0.2 release
  • Fixed customers getting stuck re-entering store after checkout
  • Fixed OTC app desync on property listings and thread order
  • Fixed quest RPCs not routing correctly between host and clients
  • Fixed ownership gate blocking dispensary light switch for clients

v2.0.7 — Bug Fixes

  • Fixed style customization persisting invalid style IDs when material lookup fails
  • Fixed stale HUD and coroutines leaking across scene transitions
  • Fixed counter deduplication using count instead of coordinates, breaking multi-counter buildings
  • Fixed dead drop cache crashing on null storage during early load
  • Fixed SteamNetworkLib version mismatch handling and shop injection hardening
  • Fixed RNG state not restoring when appearance generation throws
  • Fixed star sprite caching preventing retry after fallback

v2.0.6 — Bug Fixes

  • Fixed floor-fall bug caused by duplicate checkout counters and solid register colliders
  • Fixed quest double-registration crash in multiplayer by deferring creation to Tick()

v2.0.5

  • Added walk-in customer scheduling with configurable spawn intervals and mirror mode for OTC stores
  • Added budtending relationship and addiction effects with deal completion popups
  • Added Storefront Expansion quest for the dispensary with a tutorial NPC and guided pricing stages
  • Added dispensary signage system with rename and color customization UI
  • Added P2P sales log sync with auto-chunked messaging for multiplayer
  • Added store diagnostic warnings to the GreenTab overview dashboard
  • Added LightExposureNode to OTC tiles for grow light compatibility
  • Added nav-stuck recovery with retry escalation for customers
  • Added E-to-checkout prompt on queued customers
  • Customers now process deferred deals 30 min before store opens so NPCs arrive at opening
  • Register collection is now host-authoritative via P2P to prevent double withdrawal
  • Batched SyncVar publishes with dirty flags to reduce same-frame network churn
  • Fixed supplier meetup handoff, client sync, and delivery bay visibility
  • Fixed sales summary card showing tips instead of average transaction value
  • Fixed phone closing on right-click via ContactsApp exit listener
  • Fixed desperation deals being falsely redirected to OTC storefronts
  • Fixed OTC overlays not hiding when game HUD is hidden

v2.0.4 — Bug Fixes

  • Fixed memory leaks from checkout counter GameObjects and failed texture loads
  • Fixed duplicate networked object spawning
  • Fixed MeshVault registration flag firing before any registration succeeds
  • Added ownership check to store pre-open window logic

v2.0.3

  • Added auto-pricing system - set per-product pricing from the GreenTab inventory tab, with multiplayer sync and save persistence
  • Added floating sale notification at the register on completed transactions
  • Added multiplayer SteamNetworkLib dependency check on lobby join
  • DependencyChecker now detects wrong-branch and misplaced dependency DLLs
  • Fixed ContactsApp region tab buttons for multiplayer clients and double Start() crash
  • Fixed tip deposits for player-operated checkouts
  • Fixed ornate desk product display position

v2.0.2

  • DependencyChecker now validates mod versions, detects misplaced DLLs, and warns about wrong-folder installs
  • Fixed supplier patch audit issues and removed ActionListPatch

v2.0.1 — Bug Fixes

  • Fixed reliability issues on IL2CPP builds (crashes, hitching, and noisy MelonLoader output)
  • Fixed edge cases with suppliers, store alerts, and the HUD overlay
  • Cleaned up spurious MelonLoader warnings when optional mods are not installed

v2.0.0 — Storefronts

  • Added three purchasable buildings — Westville Shack, Big Dispensary, and Supplier Warehouse, purchased through an encrypted messaging thread with Static
  • Added walk-in customer system — NPCs enter through the front door, consult with a budtender, pick products based on preferences, queue at checkout, and pay with unit-based orders scaled by rank and relationship
  • Added interactive checkout — scan and place products at the register, handle partial orders, and process transactions with a redesigned POS terminal and real-time sales analytics
  • Added budtender system — autonomous checkout employees with per-counter staffing, store alerts, and daily wages
  • Added GreenTab POS app — overview dashboard with 7-day sales and inventory charts, sales log grouped by checkout, employees tab, and building customization (desk styles, wall finishes, floor materials, lighting)
  • Added storefront growth quest — a progressive questline: acquire the property, stock shelves with packaged product, install lighting, hire a budtender, and complete your first sale
  • Added HUD overlay — health, stamina, and XP bars above the hotbar with floating +/- indicators for damage, healing, and XP gains
  • Reworked Static's questline into the OTC app with threaded messages, encrypted conversations, property purchase cards, and a dead drop network
  • Added P2P networking bridge for targeted multiplayer messaging with FishNet door replication
  • Added map building overlay showing OTC building footprints on the phone map and minimap
  • Added dependency checker popup for missing S1API, S1MAPI, or MeshVault
  • Added rain suppression inside OTC buildings, region-locked customer traffic with daily caps, and notification badges

v1.5.7

  • Updated for game v0.4.4 compatibility
  • Decoupled OTC Loader into a standalone package
  • Fixed Customer NullRef crash on non-networked NPC components

v1.5.6

  • Added beta game version support with StackLimit and NPCEnteredBuilding compatibility fixes
  • Fixed minimap manager mugshots showing as white circles on IL2CPP first load

v1.5.5

  • Added minimap toggle for modded NPC POIs (police, cartel, etc.)

v1.5.4

  • Added PackRat backpack integration — Smart Fill and delivery manifest now include backpack inventory
  • Fixed Mono TryCast and unpackaged product bugs in Smart Fill and delivery manifest
  • Fixed minimap positioning on ultrawide monitors
  • Fixed manager upgrade slots not persisting across save/load on host

v1.5.3

  • Reworked Smart Fill with inline status, gram-based feedback, and slot-aware filling
  • Employees tab now shows specific activity labels, actionable issue highlighting, and dynamic manager end-of-day status
  • Minimap positioning now adapts to actual screen resolution instead of assuming 1080p
  • Fixed stale quests surviving save migration during reconciliation

v1.5.2 — Save Data Hardening

  • Hardened Vic, Static, and Bella quest reconciliation against corrupted and stale save data — progression flags now heal bidirectionally on load
  • Fixed completed quests lingering as active in the journal
  • Fixed quest creation racing with game persistence on load

v1.5.1 — Vic Quest Rework

  • Vic's intro quest now triggers from weekly ATM deposits (configurable threshold, default $10,000) instead of the Clean Cash quest
  • Fixed Vic dialogue getting stuck when quest instance was missing or save state was ahead of quest progress

v1.5.0 — Recipe Pins & Dead Drops

  • Added recipe pin overlay — pin any product from the Product Manager app to see its full mixing chain on screen
  • Added dead drop support for manager distribution routes — managers can now deliver to dead drop locations
  • Added graffiti re-edit — re-edit placed graffiti while preserving spray cans, with a config toggle
  • Upgraded all UI text to TextMeshPro for sharper rendering across all OTC screens
  • Minimap now supports free-form positioning via X/Y sliders, compass labels, and off-screen POI edge indicators
  • Managers now use a cascading walk fallback chain, reducing teleports when pathfinding fails
  • Standardized logging with auto-gated verbose output, per-system toggles, and deduplicated prefixes
  • Fixed save data leaking between loads by clearing registry cache on scene load
  • Fixed pickpocket NPC reference comparison on Mono builds
  • Fixed MelonLoader 0.7.2 compatibility warnings

v1.4.0 — Employees & Stack Scaling

  • Added Employees tab in the OTC phone app — type filtering, property grouping, detail pages with relationship bars, in-app map, and a tier-0 landing page
  • Added customer detail view — split-view layout with relationship stats, addiction level, and location tracking
  • Added stack size multiplier — configurable scaling for item stacks, manager thresholds, and supply picker quantities
  • Added OTC Loader — branch-aware DLL management plugin with restart prompts, replacing the SwapperPlugin dependency
  • Added rank/XP bar on the minimap — live rank and tier display with XP progress bar and floating +XP labels
  • Added HireMe mod integration — auto-detected Hire/Transfer button in the Employees tab
  • Minimap now tracks vehicle position/rotation and shows remote player facing direction
  • Config changes now apply instantly via native preference subscriptions
  • Fixed ContactsApp portrait rendering, connection lines, and click handling
  • Fixed manager clipboard detection with NPCInteract360, post-sleep NPC positioning, and Manny dialogue gating

v1.3.0 — Upgrades & Minimap

  • Added manager upgrades — walk speed and carry capacity tiers purchasable from the detail page, with tiered pricing and daily wage scaling
  • Added minimap overlay — configurable on-screen minimap with POI filtering, customer mugshot markers, time/day display, zoom levels, and hotkey toggle
  • Added handover Smart Fill — quality-aware auto-fill on the handover screen with a two-phase fill/boost button
  • Added alternate hire mode — hire managers directly from the OTC app per-business, for mod compatibility
  • Added Mono build support with dual IL2CPP/Mono packaging
  • Drifters now check vanilla pricing — overpriced products are skipped, and lingering drifters are cleaned up at day rollover
  • Fixed client mugshot misframing, inventory icon display, manager card layout, and Vic quest marker position

v1.2.2 — Manager App

  • Added Managers tab in the OTC phone app — list view with status cards, detail page with mugshot, live inventory, locker balance, and real-time minimap tracking
  • Added per-manager debug log — in-app console page with a ring buffer of recent manager activity
  • Added granular status display — managers now show sub-states like "Supply Run - Purchasing" and "Distribution Route 2 - Depositing", synced to clients in multiplayer
  • Rewrote mugshot generation — all NPCs now use runtime capture with content validation, fixing client mugshot bleed-through
  • Managers now deposit items before shopping for more, and only pick up what the destination can hold
  • Fixed NPC spawning crash when SteamNetworkLib is not installed
  • Fixed quest progress carrying over between save loads
  • Fixed wage payment interrupting managers mid-run

v1.2.1 — Manager Polish

  • Added job rotation, map markers, and a verbose logging toggle
  • Added pre-baked mugshots for Vic, Static, and Bella
  • Managers now rotate between supply runs and distribution routes, walk 1.8x faster, and freeze during inventory viewing
  • Managers now block new jobs at 4 AM and respect hardware store hours grace period
  • Fixed distribution infinite loop when destination storage is full
  • Fixed manager mugshots not loading on second save load
  • Renamed all log output to use OTC: prefix for easier filtering
  • Fixed dealer contracts appearing in the delivery manifest
  • Fixed IL2CPP dialogue crash on scene reload

v1.2.0 — Managers

  • Added Manager system — hire employees from the Fixer, assign lockers for wages and inventory, configure via clipboard panel, and send them on supply runs and distribution routes that persist across saves
  • Added Bella NPC and Executive Privilege quest — new quest line that unlocks 24/7 warehouse access with drug handover validation and multiplayer sync
  • Added Smart Fill per-contract packaging — Smart Stash now groups items by contract with a compact manifest toggle, and includes drifter deals
  • Added System toggle settings — individually enable or disable desperation deals, drifters, and managers from the config
  • Added single-player support without SteamNetworkLib dependency
  • Added filter-aware storage — managers respect storage rack filters when depositing and retrieving items
  • Fixed delivery window filtering for overnight contracts and desperation/drifter deals
  • Fixed multiplayer quest desync with state reconciliation
  • Fixed drifter inventory clone, spawn rate, journal cleanup, and phantom unread badge
  • Fixed dealer HUD leak, Static rotation, and Vic dialogue issues

v1.1.1 — Bug Fixes

  • Fixed drifter Customer component starving vanilla deal generation
  • Fixed stale dialogue data persisting across Vic and Static NPC conversations

v1.1.0 — Drifters

  • Added Drifter system — random one-time customers with unique appearances roam the streets and text you to buy, with robbers, narc stings, region-scaled spawning, and 35+ hotspot locations
  • Added multiplayer support for drifters — fully synced between host and clients
  • Fixed Vic intro text re-sending after reloading a save
  • Fixed a crash caused by null avatar settings list

v1.0.5 — Desperation Overhaul

  • Desperate NPCs now run to the deal location instead of walking
  • Fixed desperation deal event persisting after a successful delivery — added post-deal cooldown
  • Fixed desperation response buttons staying on screen after the offer timed out
  • Fixed desperation multiplayer sync for client handover, deal acceptance, and contract expiry
  • Fixed ContactsApp initialization race condition in multiplayer
  • Multiplayer config override improvements

v1.0.4 — Stability

  • Cleaned up excessive debug logging for a quieter MelonLoader console
  • Reduced stale quest cleanup log spam

v1.0.3 — Multiplayer Sync Fix

  • Fixed multiplayer client state sync regression where the second NPC to spawn would lose host state

v1.0.2 — Save State Fix

  • Fixed Static's subscription state persisting across different save files (loading a new save no longer carries over progress from a previous one)
  • Added dialogue refresh guards to prevent stale NPC dialogue
  • Fixed stale config sync data bleeding between save loads

v1.0.1 — Packaging & Polish

  • Added Thunderstore package support with auto-versioned build script
  • Updated in-game app icon
  • Added CC BY-NC-SA 4.0 license

v1.0.0 — Initial Release

  • Vic the bank teller — money laundering NPC behind the bank with a multi-stage quest line (Rinse Cycle journal quest, cash deposits, tier-2 trust progression, sleep-triggered intro)
  • Static the casino NPC — subscription service with tiered upgrades, weekly bank billing, sales pitch dialogue with fee traps and suspension terms
  • OTC phone app — tier-gated in-game phone app with paywall, region locks, GPS customer pins, and billing countdown
  • CustomersApp — phone app with map integration for tracking your customers
  • Desperation deal system — desperate NPCs send you deal offers with a location picker UI
  • Smart Stash overlay — delivery manifest and one-click Smart Fill for storage containers
  • Multiplayer support — client-host quest sync via Steam lobby data, host-authoritative config sync
  • Configurable settings — centralized MelonPreferences config exposed through Mods App
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