I think that's a good idea, but there is something planned where the prices aren't always the same for every merchant which might solve this issue. What I mean is, merchants will price things based on their origin and travels. So, if a merchant comes from a neighboring settlement with a need for wood logs, they'll price them higher. If they come from a settlement with a need for bronze ingots, they might not spend anything on wood logs. My intention is for players to eventually set up trade networks with their neighbors based on supply and demand. I think this will solve the issue you are encountering because it's not always guaranteed that the merchant will even want your resources. Does this make sense?
Edit: I also want to add that, your idea is sort of wrapped up in this planned feature. The demand will go down as you sell a settlement items, making the price go down as well. The demand will go back up slowly as they use the resource.
How is combat currently implemented? I’ve got rutile armored and weaponed warriors dying to bandits with dual rope bucklers pretty easily it seems.
Oh! Ok, thanks for letting me know. I'll try do some more tuning to improve that. Rutile should definitely make it difficult for the rope bucklers to have an affect.
is this available in GoG?
Ya, but only windows and osx are supported atm.
Quite a few things still have to be implemented. So, apologies for a few things being unfinished/confusing.
Tongs are used for metal working.
Animal enclosures are very much one of these unfinished features. There's no feeding and animal care yet. However, animals should still go to the Animal Enclosure and procreate there. There's no automatic butchering or anything yet, but you can still manually do this. Also, animals that produce items will do this on their own. i.e., Cows will spawn milk. Later on, the shepherd's skill will affect how proficient this is.
Humans can learn magic, but it's intentionally harder to unlock for them as they aren't inherently talented in this area. You need to get a Tomes of Arcana to unlock magic in the Saga research tree. You find these tomes in dungeons, and sometimes merchants sell them.
Scholars work in libraries to make Tomes, and book materials.
Fishing needs to be manually assigned right now. A fishery ...
Read moreHmmmm, that's not good! I'll test this out. Seems like something to do with long sessions in the same realm. Thanks for letting me know!
This is one of the coolest builds I've seen! Excellent job!