In this update5
Full notes
Full Ten Thousand Coins: The Golden Merchant update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hello, merchants!
What changed
- Gameplay
- Balance
- Maps
- UI and audio
- Store
- Events
Ten Thousand Coins: The Golden Merchant changes
We have an even bigger development update this time around with our v0.11.0 build, which we will be splitting into 2 update posts. Here is part 1:
Combat System - Boost/Affliction
Our combat boost/affliction (renaming WIP) system has always been a WIP with more features on the to-do list, and now it has finally gone through the big update it was waiting for.
Different Effects - we have changed and balanced the effects of each boost and affliction compared to our older builds, and also increased the amount.
Tier and Combination - boosts and afflictions can now be combined to higher tiers. We have introduced lower-tiered B/A for basic trading goods, which can also be combined into higher-tiered effects, allowing more strategising during combat and having access to more varied B/A with fewer goods.
Duration - Duration of most B/A now also lasts longer, with the average being 3 turns.
Negotiation - B/A also plays a role in our updated negotiation system, such as enemies having more afflictions will also contribute to being more disadvantaged, hence re-negotiating the battle from a disadvantaged position.
Negotiation System - New Features
We have implemented more features in our negotiation system.
In older builds, negotiation will pop up once at the start of combat, and that's it. It was always a work in progress, and now with v0.11.0 we have finally made big improvements.
Stages - negotiation will now also appear in different stages of combat, depending on how the battle is going. If you are winning the battle, the enemy may make a plea with a new negotiation offer, such as allowing them to escape, or even have them offer up some goods or coins. Conversely, a more costly negotiation may be at hand if you are instead losing the battle.
New UI - The UI popup has been revised to be more compact and now shows more button descriptions
Other Notable Improvements
Wilderness Travel - travel waiting time (in real time) has been reduced as frequently requested from playtesting feedback
Shop & Selling - drag and drop is now available for selling goods from your inventory.
Events & Demo
We were very thankful to have been able to participate in this year's #TurnBasedThursdayFest this month!
A notable game-crashing bug present in our demo this month has now been fixed. We apologise to all players who were affected while playing our demo.
Content-Focused Development Ahead
From the completion of this build onwards, we will be soft-locking our gameplay mechanic development.
What this means is we won't be making any more big changes to our gameplay mechanics and features (aside from adjustments and fixes based on feedback) in order to put our full focus on developing the rest of the content for our game.
Look forward to our content updates!
Until next time, Cynthia (Founder/Developer)
If you're interested in joining alpha/beta tests and haven't signed up, sign up here to our mailing list for the latest news and a chance to be an Alpha/Beta tester for future builds! Wishlist & Follow us on Steam and our social media channels if you haven't already!
Source
Changelog.gg summarizes and formats this update. How we read updates.
