Hello merchants,
Update 0.5.8 is live! Basic resources sell for more at Local Markets, and their price range is now centred on the price other NPC merchants actually sell. The Earl's merchants can spend a higher budget buying goods each Payroll, the Local Markets button is now also available from the world map, and maintaining your production buildings got easier.
New
Production and Buildings
- Condition now slows production more gradually as it wears down, and the building's condition display shows exactly how much it is currently costing you in speed.
- Production buildings now show how many goods they are expected to produce per Payroll.
- Repair speed in Maintenance mode now depends on the building's primary attribute instead of always on Dexterity.
- The Buildings overview now shows tooltips for production buildings that were missing them.
Gameplay and Balancing
Trade and Local Markets
- Basic resources sell for more at Local Markets while demand there is high.
- The price range for selling basic resources is now centred on the price other NPC merchants actually sell, instead of a fixed market price.
- In the sell price slider, the middle range is now coloured orange instead of yellow for better contrast.
- The Local Markets button is now also available from the world map, not only from inside a settlement.
- The Crowns Market now shows the exact coin price of a blueprint's construction cost.
- The hint about the inhabitant threshold of a need now explains that satisfaction only changes from that number of inhabitants on.
Balance
- The Earl's merchants can spend a higher budget buying goods each Payroll, and the budget now also scales with your settlers.
- Bandit Camps are less likely to appear after a lost Bandit Attack, and even less likely after a won one.
Interface
- Settler selection lists (e.g. in Conversations and the Guildhouse) gained more filters and now always show each settler's age next to their name.
- A settler's portrait now shows every status icon that currently applies (e.g. mourning and inspired at once) instead of only one.
- Several main menu buttons moved from the top right corner into the Pause Menu.
- The Main Menu now links to our Discord and to the roadmap.
- A new tutorial explains Planning mode.
- On Windows systems with both an integrated and a dedicated graphics card, the game now makes sure it runs on the dedicated one.
- The flags for Czech, Italian, Turkish and Traditional Chinese in the language selection and the chat have been updated.
- The note below the ship search filters about searching only your own shire without a filter has been removed.
Fixes
Convoys
- Rearranging convoys could duplicate a stack of goods when it was fully merged into a matching stack in another convoy.
- A convoy that still needed your orders after an ambush could start resting as if it were merely exhausted, instead of actually waiting for your decision.
- The Local Markets bonus to convoy range did not apply while your convoys were travelling, so they tired just as quickly as without it.
- Opening the Route planner from a settlement where you already had a convoy no longer preselects your home settlement as the destination.
- Chests could offer the blueprint of a building you couldn't build in that settlement; they now offer another one you can build instead.
- The Bandit Camp level text in a Bandit Attack could wrap awkwardly onto two lines.
- A ship's voyage could get stuck forever if its route pointed at a settlement that had since been replaced, which also blocked every other ship from departing.
Trade
- When selling to another merchant's buy offer, you could select more than the offer wanted, and the sale then failed.
- A travelling merchant buying for the Earl could end up buying more of a single offer than it actually had in stock.
Map and interface
- The map could keep showing a replaced settlement's old name until you reloaded or reconnected, and trading with it failed until then.
- Gifts that had already disappeared could still be shown on the map for a while.
- Leaving a settlement for the world map, for example with the Earl's Court button or by jumping to a convoy, sometimes only worked on the second attempt.
- The tooltip of the "Manage cargo" button showed the wrong text.
- During a repair, the condition of production buildings in the Buildings overview only updated once the repair was finished. It now shows the progress, and only while a repair is actually running.
Quests and conversations
- A settler's conversation could stay inaccessible if their previous one had not been properly finished when a Payroll passed.
- A Quest whose item was stolen in a Bandit Attack only failed once you moved on from the attack's result screen, not right when you made your decision. The failed Quest is now shown only after the Bandit Attack window and the appearance of a new Bandit Camp.
- Clarified the reward wording of the Crowns quest in Chapter 1.
- The tutorial could get stuck if the Stable or Tavern was already built before it told you to build one.
- A short feature tutorial starting while the main tutorial was still guiding you could briefly lift restrictions the main tutorial had in place, and the Duty Calls tutorial hint could disappear while another event was shown.
Thank you for playing and for all your reports!