This is a fairly minor update, with some fixes to deal with some progress issues that were cropping up in the story campaign and a few other particularly annoying bugs!
Full notes
Full This Merchant Life update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
1 fix1 addition2 changes1 removal
Balance
UI and audio
changedThis is a fairly minor update, with some fixes to deal with some progress issues that were cropping up in the story campaign and a few other particularly annoying bugs! There's also a proper system for when the player runs out of health while market taxes now ramp up (and sometimes spike).
changedSystemsHealth dropping to 0 now initiates a crisis event, where the player must pay a percentage of their current coins (percentage varies by difficulty) to heal up and continue - Market tax for some good rarities now increases at month 4 and month 9 - Each month one settlement will have a market tax hike, where market taxes for that settlement will double for the duration of the month, making profitable acquisitions from here difficult. UI for this is placeholder.
removedBalanceReduced cart condition no longer affects cart capacity stat - Reduced the chance of road events occuring by 25%
addedUIAdded a next button to the hints panel so you can cycle through hints - The location that intel relates to now shown when gaining intel - Wait for night and wait for daybreak buttons when in towns - temporary art
fixedFixesCan no longer take a standard or faction challenge mission which reduces your capacity if you don't have enough free capacity - Added mission faction number to load/save - Fixed various types of faction missions not correctly awarding faction reputation when completed - Prevented the player getting looping interactions with friends Io and Muirne through explore events remaining available after they have been met. Also check events that should be on/off immediately after loading a game now. - Added failsafes that should cause story battles to trigger if they don't work as intended, hopefully preventing progress issues in the story campaign - Time passing in various in-town events now causes fighter morale to drop, albeit at a much slower rate than it would on the roads - Market tax takes into account good rarity when using buy all buttons
This Merchant Life changes
changedThis is a fairly minor update, with some fixes to deal with some progress issues that were cropping up in the story campaign and a few other particularly annoying bugs! There's also a proper system for when the player runs out of health while market taxes now ramp up (and sometimes spike).
changedHealth dropping to 0 now initiates a crisis event, where the player must pay a percentage of their current coins (percentage varies by difficulty) to heal up and continue - Market tax for some good rarities now increases at month 4 and month 9 - Each month one settlement will have a market tax hike, where market taxes for that settlement will double for the duration of the month, making profitable acquisitions from here difficult. UI for this is placeholder.
removedReduced cart condition no longer affects cart capacity stat - Reduced the chance of road events occuring by 25%
addedAdded a next button to the hints panel so you can cycle through hints - The location that intel relates to now shown when gaining intel - Wait for night and wait for daybreak buttons when in towns - temporary art
fixedCan no longer take a standard or faction challenge mission which reduces your capacity if you don't have enough free capacity - Added mission faction number to load/save - Fixed various types of faction missions not correctly awarding faction reputation when completed - Prevented the player getting looping interactions with friends Io and Muirne through explore events remaining available after they have been met. Also check events that should be on/off immediately after loading a game now. - Added failsafes that should cause story battles to trigger if they don't work as intended, hopefully preventing progress issues in the story campaign - Time passing in various in-town events now causes fighter morale to drop, albeit at a much slower rate than it would on the roads - Market tax takes into account good rarity when using buy all buttons
This is a fairly minor update, with some fixes to deal with some progress issues that were cropping up in the story campaign and a few other particularly annoying bugs! There's also a proper system for when the player runs out of health while market taxes now ramp up (and sometimes spike).
Systems
Health dropping to 0 now initiates a crisis event, where the player must pay a percentage of their current coins (percentage varies by difficulty) to heal up and continue - Market tax for some good rarities now increases at month 4 and month 9 - Each month one settlement will have a market tax hike, where market taxes for that settlement will double for the duration of the month, making profitable acquisitions from here difficult. UI for this is placeholder.
Balance
Reduced cart condition no longer affects cart capacity stat - Reduced the chance of road events occuring by 25%
UI
Added a next button to the hints panel so you can cycle through hints - The location that intel relates to now shown when gaining intel - Wait for night and wait for daybreak buttons when in towns - temporary art
Fixes
Can no longer take a standard or faction challenge mission which reduces your capacity if you don't have enough free capacity - Added mission faction number to load/save - Fixed various types of faction missions not correctly awarding faction reputation when completed - Prevented the player getting looping interactions with friends Io and Muirne through explore events remaining available after they have been met. Also check events that should be on/off immediately after loading a game now. - Added failsafes that should cause story battles to trigger if they don't work as intended, hopefully preventing progress issues in the story campaign - Time passing in various in-town events now causes fighter morale to drop, albeit at a much slower rate than it would on the roads - Market tax takes into account good rarity when using buy all buttons