A Corner Café, and Staff Who Get Better

  • Every worker now has six levels from 0 to 20. Three are skills (cooking, cleaning and social) that go up with every second of work that uses them. The other three (memory, speed and attention) don't change. The Staff panel shows all six on each row, with the ones that worker's role uses outlined.
  • You can move anyone to another role with the picker on their row. They finish what they're doing first, and a note says when another role would suit them better.
  • Each worker has a motivation score that raises or lowers all their levels a little. Pay above what their levels are worth and a role that suits them raise it; tips lift it for a while. Click a worker to see it broken down. Moving the cashier into the kitchen at a cashier's wage sends their motivation sliding.
  • Cooking makes the cook faster and the food better. Each recipe also has a cooking level now: a cook below it makes far more mistakes, and a mistake spoils the dish. Attention means fewer mistakes and dropped plates, and more bad dishes caught at the pass.
  • Memory speeds up taking orders and checks. Speed sets how fast someone walks and works. Social charms guests.
  • Anyone with social or attention at 15 or more helps the staff around them: social lifts their motivation, attention sharpens theirs.
  • The campaign now starts in a small corner café instead of the food truck (picture). There's no host: guests order and pay at the counter, collect their food at the pickup counter, pick their own table, and throw their trash in the bin on the way out.
  • In the café you're the cook, and Sam works the register. The tutorial walks through it the same way the truck's did. The food truck is parked for now.
  • The test restaurant's crew is all average, so it plays as it did before.

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