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Steam News18 January 20197y ago

Version 0.71

Version 0.71 makes a number of changes to the market system, with the overall aim being to make it more varied and challenging to trade. There's also a rejig to some skills and plenty of UI tweaks and fixes!

Full notes

Full This Merchant Life update

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What changed

1 fix3 additions2 changes0 removals
  • UI and audio
  • Balance
  • Store
changedVersion 0.71 makes a number of changes to the market system, with the overall aim being to make it more varied and challenging to trade. There's also a rejig to some skills and plenty of UI tweaks and fixes!
addedSystemsAdded global resource price changes. Three random resources each month have a sizable increase or decrease in price across all settlements. - Added a market tax. This increases for every purchase you make in a settlement's market, and is paid automatically when you leave the settlement. If you can't afford to pay it, you instead lose one reputation in the settlement. The tax amount increases by 1 for every common good purchased, 2 for every rare good purchased and 3 for every exotic good. This is partly to avert the loophole where you could make small profits by buying goods until the price ticks up and then selling them all again. It also makes borderline profitable trades less desirable and adds a bit more difficulty to trading.
changedBalanceResources now have an average cost range rather than a single figure, meaning there's some variation in prices between towns with resources at average prices. Price within average range varies from settlement to settlement and changes every ingame week. - Resource stocks in a settlement now remain depleted after you leave, returning back to baseline amounts by an increment each week (faster for more generally common resources and those more commonly found in the settlement). Town stocks go from empty to full again in roughly 3 weeks. - Resource prices now increase independently for each resource type when purchased, in practise this means that the cheaper common resource prices increase quickly more when bought than they used to (but still less than they drop when sold) - Chapters in the story campaign requiring gold (asides from the first such chapter with this requirement) will now leave the player with 5000 coins upon completion - Bonuses for 'Hard Bargain', 'Cart Enthusiast','Complimentary','Sponge' perks increased - 'Horse Shouter' perk now makes temporary cart stat boosts last twice as long - 'Act Nonchalant' perk now only increases conceal when the caravan has no guards - Perks to increase caravan security have both been removed and replaced with perks that increase deployment time at the start of battles - 'Stacking' perk removed and replaced with 'Fixer Upper', which reduces cart repair costs by 35%
addedContentPortraits for all story characters added plus Riley portrait
addedUIMouseover preview panel for resource costs is now shown for the town you're currently at from the map screen - Mouseover preview panels for resource costs are now on the GUI layer rather than the map layer, and thus overlay it correctly - Added hint mouseover for each story chapter - Added unlock hints for currently locked heroes on the unlock sidebar tab - Added Unlock Hints on/off toggle game option - All town UI panels now appear behind other HUD mouseovers
fixedFixesFixed issue where newgame flag was on when loading games as well - Fixed crash that could occur from having one of three special backpack types for your merchant and then beginning dialogue in campaign or payback modes - Fixed a few issues with which traits heroes like and dislike not being configured correctly - Buy all and sell all now directly affect market prices rather than doing so indirectly, which was causing market prices to change less when using buy all and sell all compared to manually buying and selling each resource one by one, which was basically allowing a loophole where you could buy all then sell all in the same market and make a small profit. - Added temporary cart stat boosts to load/save - Fixed typo that was preventing region and hero events from occurring

This Merchant Life changes

changedVersion 0.71 makes a number of changes to the market system, with the overall aim being to make it more varied and challenging to trade. There's also a rejig to some skills and plenty of UI tweaks and fixes!
addedAdded global resource price changes. Three random resources each month have a sizable increase or decrease in price across all settlements. - Added a market tax. This increases for every purchase you make in a settlement's market, and is paid automatically when you leave the settlement. If you can't afford to pay it, you instead lose one reputation in the settlement. The tax amount increases by 1 for every common good purchased, 2 for every rare good purchased and 3 for every exotic good. This is partly to avert the loophole where you could make small profits by buying goods until the price ticks up and then selling them all again. It also makes borderline profitable trades less desirable and adds a bit more difficulty to trading.
changedResources now have an average cost range rather than a single figure, meaning there's some variation in prices between towns with resources at average prices. Price within average range varies from settlement to settlement and changes every ingame week. - Resource stocks in a settlement now remain depleted after you leave, returning back to baseline amounts by an increment each week (faster for more generally common resources and those more commonly found in the settlement). Town stocks go from empty to full again in roughly 3 weeks. - Resource prices now increase independently for each resource type when purchased, in practise this means that the cheaper common resource prices increase quickly more when bought than they used to (but still less than they drop when sold) - Chapters in the story campaign requiring gold (asides from the first such chapter with this requirement) will now leave the player with 5000 coins upon completion - Bonuses for 'Hard Bargain', 'Cart Enthusiast','Complimentary','Sponge' perks increased - 'Horse Shouter' perk now makes temporary cart stat boosts last twice as long - 'Act Nonchalant' perk now only increases conceal when the caravan has no guards - Perks to increase caravan security have both been removed and replaced with perks that increase deployment time at the start of battles - 'Stacking' perk removed and replaced with 'Fixer Upper', which reduces cart repair costs by 35%
addedPortraits for all story characters added plus Riley portrait
addedMouseover preview panel for resource costs is now shown for the town you're currently at from the map screen - Mouseover preview panels for resource costs are now on the GUI layer rather than the map layer, and thus overlay it correctly - Added hint mouseover for each story chapter - Added unlock hints for currently locked heroes on the unlock sidebar tab - Added Unlock Hints on/off toggle game option - All town UI panels now appear behind other HUD mouseovers

Version 0.71 makes a number of changes to the market system, with the overall aim being to make it more varied and challenging to trade. There's also a rejig to some skills and plenty of UI tweaks and fixes!

Systems

  • Added global resource price changes. Three random resources each month have a sizable increase or decrease in price across all settlements. - Added a market tax. This increases for every purchase you make in a settlement's market, and is paid automatically when you leave the settlement. If you can't afford to pay it, you instead lose one reputation in the settlement. The tax amount increases by 1 for every common good purchased, 2 for every rare good purchased and 3 for every exotic good. This is partly to avert the loophole where you could make small profits by buying goods until the price ticks up and then selling them all again. It also makes borderline profitable trades less desirable and adds a bit more difficulty to trading.

Balance

  • Resources now have an average cost range rather than a single figure, meaning there's some variation in prices between towns with resources at average prices. Price within average range varies from settlement to settlement and changes every ingame week. - Resource stocks in a settlement now remain depleted after you leave, returning back to baseline amounts by an increment each week (faster for more generally common resources and those more commonly found in the settlement). Town stocks go from empty to full again in roughly 3 weeks. - Resource prices now increase independently for each resource type when purchased, in practise this means that the cheaper common resource prices increase quickly more when bought than they used to (but still less than they drop when sold) - Chapters in the story campaign requiring gold (asides from the first such chapter with this requirement) will now leave the player with 5000 coins upon completion - Bonuses for 'Hard Bargain', 'Cart Enthusiast','Complimentary','Sponge' perks increased - 'Horse Shouter' perk now makes temporary cart stat boosts last twice as long - 'Act Nonchalant' perk now only increases conceal when the caravan has no guards - Perks to increase caravan security have both been removed and replaced with perks that increase deployment time at the start of battles - 'Stacking' perk removed and replaced with 'Fixer Upper', which reduces cart repair costs by 35%

Content

  • Portraits for all story characters added plus Riley portrait

UI

  • Mouseover preview panel for resource costs is now shown for the town you're currently at from the map screen - Mouseover preview panels for resource costs are now on the GUI layer rather than the map layer, and thus overlay it correctly - Added hint mouseover for each story chapter - Added unlock hints for currently locked heroes on the unlock sidebar tab - Added Unlock Hints on/off toggle game option - All town UI panels now appear behind other HUD mouseovers

Fixes

  • Fixed issue where newgame flag was on when loading games as well - Fixed crash that could occur from having one of three special backpack types for your merchant and then beginning dialogue in campaign or payback modes - Fixed a few issues with which traits heroes like and dislike not being configured correctly - Buy all and sell all now directly affect market prices rather than doing so indirectly, which was causing market prices to change less when using buy all and sell all compared to manually buying and selling each resource one by one, which was basically allowing a loophole where you could buy all then sell all in the same market and make a small profit. - Added temporary cart stat boosts to load/save - Fixed typo that was preventing region and hero events from occurring

Temporary

  • Run a script when loading game to avert market prices starting at 0 when playing with older saves

Source

Steam News / 18 January 2019

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