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Tier IV
- Edge of the Abyss, sword
- Twilight Fang, two-handed sword
- Void Stalker, sword and kunai
- Crook of the Great Herd, staff
- Ice Titan's Greatbow, greatbow
Tier III
- Thief's Crook, staff
- Staff of the Blazing Branch, staff
- Staff of Winterbark, staff
- Molten Barrier, shield
Tier II
- Chicken Shield, shield
- Blade of the Study, two-handed sword
- Oakwood Longbow, longbow
Full details here: https://docs.google.com/document/d/1g-Ep5eGtTPBLnesx1ROyT55zbPMSkkUCxUxGThluThA
A few minor updates in the Change Notes.
@Dragon of the South Wind, thanks for the review! Yes it seems like the new shops added in Giant Kings don't sell items, so this mod is still useful.
I've made korean translation
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?edit=true&id=3464457573
Thank you again for the mod
For anyone wanting to compare this mod to the shop structures added in the Giants update, here's a screenshot of both structures that happened to spawn next to each other. "Merchant shop" from this mod on left, "Shop Structure / Training Camp" on the right.
Comparison image [i.imgur.com]
The merchant shops tend to just have items and things, whilst the new vanilla shops you can buy hero respec, skill points, renown, abilities, and also attack them (their armies are very strong when you find them early game)
- Added the following mounts to the game's Evil Mount item set, used for event rewards: Infernal Hound Mount, Night Terror
- When new items are available in the shop, it might be interesting to add a notification for the player(s) (?)
- When you zoom out the map, the mershant shops have their own symbol and that's cool. But in my last game, I had to look for them while my gold was flying away... The ability to select only merchant shops on the map with a ‘select’ option could be nice. Not necessarily necessary though, but I've put the idea here.
- I like the idea of adding 20 gold for the site in your territory, but the downside of this design is that you can't enter merchant shops in allied or vassal territories (it's a hostile act to go to the square). I think it's a design choice for the mod... to add the gold resource or not. I'm neutral on this, I like the way it's done but there's this counterparty.
Anyway, great mod!
If there is more demand then maybe I can add back the society trait. I just wanted to keep the mod simple.
But thank you for reporting it.
Looks like there's nothing I can do on my side to fix it. Do you guys remember if you could occupy a vassal's resource node before? I know you could enter a vassal's merchant shop, but I don't remember if you could occupy a vassal's resource node. If it's a new bug then we can report the issue to the devs.
- Fixed an issue where the custom shields items weren't equippable.
- Hid the society trait Clever Peddlers. I feel like this mod was starting to do too much. Scope is now just shops and items.
Love your mod btw
Merchant Shops: https://mods.paradoxplaza.com/mods/66575/Any
Item Forge Deluxe: https://mods.paradoxplaza.com/mods/70155/Any
Thanks for the mod! You've done fine work.
Question! Is it intended for shops to prevent outposts from being built on their provinces? I thought it'd be a perfect thing to do, but my leader can't found them on the shop.
If the moder that made the translations have abandoned their work just implement it in to the base mod that way u save people the hassle of having to add another mod to ther mod list, This could even be done temperley until the original dev update the translation .po .mo names.
I agree that it's a simple change on my end, but I have 3 translation mods maintained by 3 different modders whose mods will immediately break. They also have to rename their translation files so it would be more of a collective effort on our end. Not all of these modders are active it seems. It might be easier to give a new name for your tier IV knight unit and keep the base game knight's name as is. If I had no translation mods I would be more than happy to make the change.
I do agree with you. It is very weird how the name of the translation files in one mod is breaking base game translation overrides in another mod.
Knight however when i changed the name of Merchant Shops.po and .mo it no longer broke my name change, slight adjustment to the .po and .mo file name simply fixed it, mod works all text everything. all i ask is that the langues file Merchant Shops.po and .mo
file name is altered slightly one number or letter is enough to fix the isue.
I should clarify i did add the rename po and .mo file to the mod so it could atchley use it the name changed version one.
The other ones Items and Traits are fine they don't seem to have an effect on my mod.