接着是2月11号这次更新的内容列单原文:
0.9.6 Known Issues
Please do not report these:
·The inventory of the new Silk Road caravan quests and merchants is incomplete, with many of the asian-themed decorations and armors still missing. This will be fixed on one of the upcoming patches that will probably come in the next few days.
·Similarly, merchant stalls graphics are currently stuck to the “default” decorations. In the near future, each merchant type will have a sign of their own and you’ll be able to tell them from each other through the sign; for now, however, they will all use the default sign. Sorry for the inconvenience! (Partially fixed on 0.9.6.2)
·Because of the issue above, merchants selling pets will have their pets sitting on top of the table! Which looks absurdly funny and cute, mind you… So you might thank us for this issue, at least for now! Please enjoy it while it’s not fixed.
·Sometimes, when clicking the “Shop Icon” on the Mercantile Overview to see the wares of a merchant, the shop might not open. This is not really a bug, but might be reported as one. It happens because the shop bulletin is already open (but not read). It should be in your alerts panel if you click it.
·The quest storage may not work properly if items are carried straight from the ground (dropped by a crafter, etc.) to them because these items fail to be “registered” in the “Town Inventory” (which usually happens when they get properly stored in a container), thus preventing the quest from being completed. There are, however, steps for a workaround (Fixed on 0.9.6.2)
·The town limit for “Disposable Turrets and Traps” is not being properly tracked. (Fixed on 0.9.6.2)
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View Patch Notes
GOOD-BYE, TOMTEE!
·Frostfeast has been deactivated.
·All unlocked recipes (and obtained items) will, of course, remain!
·Tomtee and the Frostfather will be back… Maybe sooner than you think!
GET MERCANTILE, WITH STYLE
·We’ve completely overhauled the way merchants (and market stalls) work! We’ll now explain the details and all you need to know to start using the system:
·All existing market stalls are now renamed “Old” and will only serve as decorations. Merchants can no longer be called from them.
·There are now 3 Tiers of market structures for each material (wood, stone and clay). They’re called: “Market Stand”, “Market Stall” and “Market Booth”. The material cost of the first two is also much more affordable than they used to be in the base game.
·Merchants will now physically appear in the world when they visit and they’ll seek to occupy a market structure to buy and sell their goods. You can only host one merchant per day if you have no market structures, and the merchants are limited by the tier of the structure and the town. For example, a Tier 3 Merchant will not visit a Tier 2 town.
·Tier 2 Merchants will need Tier 2 or 3 structures, Tier 3 merchants will need Tier 3 structures. Tier 1 merchants can use any structure.
·Merchants will always arrive in the morning (around the same time as the Daily Update) and leave at the end of the day. During the time a merchant stays in town, you can interact with them at will - which means you can’t “close” a merchant by accident anymore, they’ll spend the day in your town and you can access their wares at any time!
·The amount of merchants that will visit you depends on a variety of values like your town’s worth, gold amount and how much you’ve traded (sold and purchased from other merchants) before. The more you trade and the richer your town, the more daily merchants you’ll get! (As long as you have enough structures for them to occupy)
·When you get your first merchant, a message will show up and summarize the Mercantile system a bit for the player to understand.
·There’s also a whole new UI window for the player to understand these things called “Mercantile Overview”. (Default key is t).
·The overview has two tabs. The first tab will show all the active merchants currently in town. You can click them, their stall, their shop icon and such to quickly access these. You’ll also notice merchants now have Categories, represented by an icon.
·At the top of this tab, you’ll also see a small text informing you how many daily merchants you can get. On the bottom of the tab, you’ll see all your market stalls, per tier.
·On the second tab, called “Preferences”, you are able to see all their categories. Hoving over their names with the mouse will display the kinds of things they sell and the kinds of things they pay more for. You can also influence how more likely to get a certain category you are (or completely block a category from arriving) by “spending” your “encourages” and “disables”. The amount of each is determined by the town’s tier.
·Finally, on the right side of the “Preferences” tab, you can see all your exclusive stalls and toggle their functionality. More on exclusive merchants soon.
·Once a shop is open, you’ll also notice something new in the “Sell” tab. Merchants now have desires, things that they will pay more than they normally would for. These are the “Wanted Items” and they’re different for each merchant, with the description of each category giving an overview of what to expect.
·It’s meant to be very intuitive, however. Think like this: a carpenter will want wood, or maybe a better saw, or crafter clothes. A blacksmith might want ores, coal, a strength tonic or beer. A forager might want a backpack, weapons, baskets, and so on. Learn the needs of different merchants (and how to spot good opportunities) to maximize your profits!
·You’ll also notice that the amount of money merchants bring is smaller than before. This is intentional, and the idea is to fight the early game inflation by having players need to work a bit more to amass larger fortunes. The higher the tier, the more money merchants will bring, which should ensure a more healthy and steady progression.
·Additionally, this should encourage players to obtain money through some of the new methods like selling Wanted Items and using the new shop displays to get money from travelers (more on that later).
·Because of that, all existing merchants have had their inventories overhauled. To compensate for missing or swapped goods, there’s also a bunch of new merchants!
·For example, a lot of things have been moved away to different shops, carpenters, masons and potters don’t sell their raw resources anymore (they want to buy it instead!), there are logging camps, quarries and clay pit merchants to sell you these now! Take the time to read the categories’ descriptions and learn the new dynamics of trade!
·Also, to adapt to the new system, the text bits of many of the merchants have been edited to feel more consistent with what happens in-game.
·There’s also a special kind of market structure, “Exclusive Stalls”. These are market structures that can host unique merchants that come with their own benefits. Exclusive stalls can be unlocked through different means, try to find all of them out!
·One final consideration: This is an incredibly massive change/new mechanic, and there will obviously be imbalance at first. Please make sure to share with us your experiences with it!
TOWN BONUSES (Yes, we nerfed Cunning! )
·Town bonuses have been slightly modified to host some new exclusive stalls. All Tier 1 and Tier 2 choices (Banner and Hearth) have an exclusive stall attached to them.
·Banner of Vitality: This banner will now allow you to create a “Herbalist’s Guild Market Stand”, which attracts a merchant that specializes in Herb Seed Bags that unlock herbalist crops!
·Banner of Strength: This banner will unlock the “Miner’s Guild Market Stand”, a very reliable source of cheaper ore and fuels, all in one!
·Banner of Cunning: Finally, the third banner will unlock the “Gold Trader Market Stand”, which allows the Royal Mint to visit with a merchant that sells gold, silver and gold flakes at their real manufacturing price! They also buy trophies for a good value.
·Additionally, the other bonuses of the Banner of Cunning have been tweaked to be less of an obvious choice. The “extra inventory” brought by merchants has been reduced to 50% more. The “extra gold” brought by merchants was removed. The “extra value” of items sold has been reduced to +10% +1 gold (which should improve the value of very cheap things like resources); The bonus speed on roads has been reduced to x2; However, we added a new bonus, one that reduces the “cooldown timer” of merchants before they can visit again by 25%.
·Hearth of Cheer: With this Hearth you’ll unlock the “Farmer’s Guild Market Stall” which enables you to be visited by their merchant who sells Crop Seed Crates! Yes, that’s right, you can now reliably purchase farming seeds! Farewell, punishing RNG!
·Hearth of Makers: This town choice will unlock the “Sculptor’s Guild Market Stall”, a store that specializes in selling these special and somewhat rare statues that you could previously only find in Tier 3 merchants.
·Hearth of Glory: At last, the third hearth choice will unlock the “Engineer’s Guild Market Stall” and their very unique merchant who sells special turrets and traps that do not require an engineer to be placed! They will, however, break after a while…
·(For Modders) We’ve changed Town Bonuses to have values provided from settings’ JSONs that we’ve added to the “Town Bonuses” folder under data. Please note that if you change the values, you still need to update the related localizations, though!