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HOWEVER it does keep the prices for houses and followers the same as vanilla. The first one because of engine limitations and the second one because people are litterally selling their bodies to you. So might as well get something out of it. The current update also adds a new way for earning money by doing "courier" work. I haven't tried it yet myself so i can't really tell you more about it.
It doesn't touch any of the bandits and other enemies nor does it mess with the leveled lists for these enemies.
It doesn't add new weapons but it does add some new armor types here and there + rings which may/may not do something more then just being trade fodder at the moment.
It does add a tone of new buildings to construct to craft all the new trade fodder that comes with the mod and makes use of artifacts that used to be trade foddr before like the CPU cores and power cells.
Besides that it also adds 2 new mineable resources in the form of gold and silver that can be used to make jewelry from.
And then some more that i can't come up with right now but that's major gist of what the mod does.
If you have any more questions feel free to ask here or in the comment section. I'm sure others will be able to answer your questions more in detail and the mod author is more active there as well.
Also, in vanilla, money ends up being worthless very quickly as you are soon rich beyond your dreams. This mod aims to give money value and meaning for the entire game.
I want there to always be better gear out there to aim for, not matter how rich or advanced your party is.
I want it to be difficult to get a good party going and set out to create a base.
And for those who aren't ready, I want to add much more to do for people who don't yet have a base. Parcel couriers is just one of hopefuly many things to come for wanderers to make money.
But I also added some fluctuations in pricing (25ish% done) based on city locations, and environment types, how easy crops are to grow, etc.
The remaining 75% fluctuates by faction rather than per city.
One thing my mod does differently is increase the comparative price of recruits, mercs, etc.
I wanted it to be a big deal to get a new member (or lose one!).
-First is with the resale value of of backpacks, you can purchase thieve's backpacks at the Shinobi Thieves towers and make an instant profit of 750 cats reselling them to another vendor
-Second is shops tend to have anywhere from 5-10k worth of "Strings of Cats" just lying around in unlocked containers, making thievery a very easy and low risk way to get rich.
-Also im having a difficult time procuring fabrics with the removal of the General stores, not too much of an issue but its making me city hop alot with only getting 0-3 fabrics per town lol
And yes that is an issue with the backpacks, i forgot that would be a problem.
I'll also look into that :)
Thanks for the feedback
I was only a few days into the game by the time I could easily get 10k cats a day by simply robbing the library every single nights next to the stormhouse I had bought.
The economy overall is pretty good but it just seems the loot table for certain shops has too much stuff and thievery/sneaking in general is really strong.
This next update will change the economy a fair bit again, and change how some things are crafted, and how base ore gathering works. It'll take me a while though.
There'll also be a fair bit of balancing, and feedback during that time will be invaluable.
The Holy Nation cities also seem to lack tailors so i have to to the UC cities up north if i want to purchase fabrics, as for the UC cities (North) they've seem to be the most balanced so no changes needed there. (Sorry for not using comments, playing via Steam family sharing so i can sub to mods but not comment on them lol)
It's going to take a fair while though, as i'm also restructuring (and fine tuning) the other systems such as economy, mining (and ores in general), research, etc.
But please let me know of any other issues you notice if you have time to play. :)