Schedule I update adds sewer system and performance fixes

Schedule I update adds sewer system and performance fixes
Schedule 1. Source: TVGS
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Key points

  1. The latest Schedule I update added a large new area, including a full sewer system. 
  2. Two new NPCs were added: the sewer king and the sewer goblin. 
  3. Various performance optimization and bug fixes were also implemented.

The latest Schedule I update on Nov. 2 added a new sewer system under Hyland Point. To gain access, the player must get ahold of the sewer access key; the sewers grant a new way to navigate Hyland Point without having to worry about the police or cartel members. 

A new ladder system is being added in the sewers, providing more vertical navigation, alongside two new NPCs: the sewer king and the sewer goblin. The update also debuts significant performance optimization and bug fixes, which are said to boost framerates by 10-15%. 

Here are the full Schedule I patch notes, according to the official Steam posting:  

Additions

  • Added sewer system.
  • Added climbing system.
  • Added ladders to various buildings.
  • Added sewer maintenance office property.
  • Added sewer access key.
  • Added 2x1m plastic table.
  • Added trash crown.
  • Added garbage throne.
  • Added water step sound.
  • Added ‘sewer king’ NPC.
  • Added ‘sewer goblin’ NPC.
  • Added meth LODs.
  • Added new ‘replication queue’ system to help stagger network traffic when a player joins a multiplayer game.
  • Added loading dock to west Gas-Mart.
  • Added 5 more graffiti locations.

Tweaks/Improvements

  • Refactored the environmental FX and post-processing system to support transitioning between different visual zones.
  • Changed fog color and density to be controlled by day-night timeline instead of a basic curve/gradient.
  • Tweaked occlusion settings for more aggressive culling.
  • Tweaked shadow cascades.
  • Tweaked various LODs.
  • Disabled vehicle FixedUpdate calculations when vehicle is static.
  • Optimized compass rendering.
  • Disabled a light optimization technique that wasn’t actually providing any performance improvement.
  • Changed a lot of calculations to be on-demand instead of every frame.
  • Disabled additional light shadows when quality is set to medium or below.
  • Changed various cooldowns to use global time (Time.timeSinceLevelLoad) instead of manual time tracking.
  • Removed unnecessary update loops from a number of scripts.
  • Replaced some MeshColliders with primitive colliders.
  • Cached animation string hashes on start instead of recalculating on use.
  • Turned off shadows for a bunch of small objects.
  • Tweaked graffiti surfaces to only generate texture data when required instead of when the game starts. This was causing a ~1s hitch and unnecessary memory allocation whenever loading a game.
  • Reorganised the structure of the main scene. This shouldn’t have any visible impact but makes my job easier in the future 🙂

Bug fixes

  • Fixed police global vision events not working properly (this allows police to ‘share’ their knowledge of where a wanted player is).
  • Fixed a bug where NPCs would shoot at the player even when not visible.
  • Fixed some duplicate GUIDs.
  • Fixed police officer vision getting bugged if killed while searching for the player.
  • Fixed ‘cuke effects’ and ‘energy drink effects’ utility items being usable in item slot filters.
  • Fixed not being able to pickpocket unconscious NPCs if you have recently failed a pickpocket.
  • Fixed null reference error that occurred when inserting cash into a storage entity.
  • Remove some unnecessary Player.log spam.

Schedule I was released on March 24, 2025, and currently has “Overwhelmingly Positive” Steam reviews with over 220,000 users having provided input. The title is only available on PC.

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