Changelog — v1.2-2 (bugfixes)
Another small bug-fix patch on top of v1.2-1.
Fixes
The acrylic-in-build bug
- Frosted glass now works in the production build, not just
npm run dev.
The production CSS minifier (Tailwind v4 / Lightning CSS) was dropping the
standardbackdrop-filterand keeping only the-webkit-version — which
Firefox/Gecko ignores, so built panels rendered see-through. The blur is now
declared inline inindex.html(with both prefixes +!important), where the
minifier can't strip it, so.glass-panelfrosts correctly in every build.
More research that actually does something
- Wired up more previously-inert research nodes so they stop charging XP for
nothing — Cost Reduction (cheaper upgrades), Hiring Pipeline (cheaper
staff), Bulk Procurement (extra bulk discount), and Crisis Management
(bigger event cash rewards) now apply. (Only Staff Development/XP-gain is
still cosmetic — coming next.)
Leveling
- Finished the "spending XP can't lower your level" fix from 1.2-1 — the two
highest-traffic XP sources (blending a shake, and buying a single shop/hire)
weren't recording lifetime XP, so a level could still slip after spending.
Both are fixed now.
[Can be ignored]
- Version — bumped to
1.2-2(package.json + page title).
Teasers for v1.3 (subject to change)
The big stuff
- Prestige. Hit Level 20 and rebrand — wipe the slate for permanent multipliers and unlock the next tier of content. New game-plus, basically.
- Eternal Upgrades. Spend prestige tokens on perks that stick forever (start with cash, cheaper ingredients, faster XP…).
- Ingredients. Your blenders now burn through supplies. Run dry and production stalls, so keep the pantry stocked.
- Staff roles. Put your crew on making shakes, restocking, or managing — or let the game auto-balance it.
Deeper systems
- Pick-any-combo orders. Customers can ask for any combo you've unlocked, not just whatever's loaded in your blender.
- Research that branches. Some nodes need others first, and you can master one track for a big bonus.
- Riskier contracts. Rush jobs and organic gigs with real trade-offs — and a penalty if you blow the deadline.
- Staff that specializes. Train past Level 3 into Speed, Quality, or Morale, with team-wide synergies.
Quality of life
- Marketing campaigns you actually run — pay for a promo, get a timed boost, wait out the cooldown.
- Payoff math on the card. See the +$/s and how long a purchase takes to pay for itself before you buy.
- Sell a location back for most of what you put in.
- Sortable/filterable lists, an "while you were away" recap, bulk buying, and number-key tab switching.