Wanted to have a space to rave for econ update.
Changelog Entry #2985
Entered by: Uilani, the Loom Mistress
Date: 2024-06-15 03:26:06
Shop Updates:
- Probing items on sale will now preview the appearance of the item in
the "You inspect..." line.
- Furniture packages will now be listed on WARES as "a small table
(packaged)" rather than "a package containing a small table" for
brevity. The appearance of the actual package has not changed.
- When probing the furniture package, the appearance of the item
within will be highlighted.
Report 539 - Chicken Report:
- Chickens will now stay put longer before they start trying to escape.
- Chance of escaping has been slightly lowered.
- You may now get pecked at in lieu of a proper escape. Yes, chickens
do now have a death sight line.
Commodity Economy:
- Production of commodities in villages should now be faster.
- Village tithes have been adjusted slightly to favour boosting
production (with quests) over flat tithing of their inventory. The end
result is that being proactive will result in better tithes, and
villages will be able to reach their targets faster without tithing as
much of their overall inventory every weave.
- Inventory targets have been increased for all villages in cases
where that commodity had insufficient global production. This has been
done for all commodities but will be most noticeable for food-related
ones. This translates into villages producing those commodities faster.
- Poultry will now also be produced by Estelbar, Shanthmark, and
Paavik.
- Eggs will now also be produced by Delport and Rikenfriez.
- Rascals in Stewartsville and Delport will no longer gather and hog
bundles of hay.
- Farmers in Estelbar, Acknor, Delport, and Stewartsville can now be
influenced for their raw commodities - fruit, vegetables, grain, and
hemp (rope) - which can be used for commodity quests. Taking these
commodities from them will not impact village production, the way
slaying them would.
- Prices of commodities in villages have been significantly lowered. A
village will not autonomously produce above its inventory targets, but
once the target is reached, you will be able to bring those prices down
further with commodity quests.
- We will be monitoring these changes and making further adjustments
as needed.
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Comments
Aerys —
Are these changes attributed to the Econ Overhaul™️ or just addressing issues with the current state of things?
Uilani —
It's part of Econ Overhaul. Prices were to be addressed eventually, and villages made more viable vis a vis commodity shops at pilgrim camp. Some other things, like the farmer change, are also part of econ to make sure every commodity can be produced via quests. Without killing the farmers there was only one place that had raw fruit and in the amount of one to boot. So not ideal. Left miners, who also hold raw comms, be for the moment as they are more of a conflict mechanic than farmers.
Farmers and miners have a huge impact on tithes so definitely worth having.
Rascals were not so much a bug as a feature. It's possible this was the entire reason for their existence. But denizens gathering things from the ground and needing to be begged for them is a rather obscure mechanic that is not engaging enough to keep for something like hay.
Farmers do still gather things.
For Ministers of Trade
Still in testing phase and being monitored. Temporary, testing phase adjustment has been made to to floor price of commodities. "200-300 per comm is not to be considered normal, mind, it's a testing phase. With an infinite shop at pilgrim camp, including purchases (so potentially infinite money), and comm shops in orgs needing to adjust prices to account for this, I don't want to make too drastic changes upfront" (Uilani, Discord — Today at 15:18 GMT). Uilani will notify if the floor changes further. Pilgrims camp is now adjusting slower when purchases are made.
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