Originally posted by Cahin Skyntharker (LFG): I fully understand the idea of the new Town system and I like the overall Idea of it. But we encountered the issue that all players settled outside the town range. Is there "any" way to get them back as town citizen?
We already thought about opening a second deed per player to ensue that the player can be a member of the city, but it's not possible to obtain a second deed.
Are there some other server settings or admin commands which would enable the players to join a city (e.g by placing a second deed)?
Yea as soon as I looked at the update I saw that. Curious you know how to get claim papers without going through a settlement? Only really 4 main people play on my server, and we are all friends. I've tried to do the unlimited command but it still makes my plot overburden
Difficulty.eco, set to your desired values, set by default on Low Collaboration:
"ClaimStakesGrantedUponSkillscrollConsumed": 1.0,
"ClaimPapersGrantedUponSkillscrollConsumed": 5.0,
Please reach out to [[email protected]](mailto:[email protected]), they'll be able to collect necessary information for investigation.
Have you fully closed the game and relaunched it? There's a bug on 11.0 where if you don't fully reboot the game you'll get stuck on the loading screen.
That issue has already been resolved in Hotfix 11.0.1, something else is happening here.
The Marketplace is available only when in a local game or on a server by pressing ESC -> Marketplace, in the top right.
According to the description, SkillCostMultiplier doesn't fit my needs. I'm playing alone and thus want to get faster stars, in order to learn a diversity of professions faster.
I have to admit, I don't really understand SkillCostMultiplier. How can a specialty cost less than one star?
It's just two different approaches.
The SkillGainMultiplier increases or lowers the XP rate you have to get the necessary XP towards the next star.
The SkillCostMultiplier increases or lowers the XP necessary to the next star.
There hence is not a lot of difference between the two, just that they work opposite ways - both make you gain stars faster or slower depending on your settings.
The advantage of SkillCostMultiplier is that it can be used for much more fine grained balance, as the SkillGainMultiplier also affects housing and food xp automatically, not just the base rate - a change there hence has multiplicative effects due to the systems increasing XP also being affected.
If i remember correctly, SkillGainMultiplier also wasn't used in the presets before Update 11, but SpecialtyCostMultiplier which is the old name for SkillCostMultiplier. So technically, nothing changed - we just don't want to display the average user two things that effec...
Read moreWe use SkillCostMultiplier by default now, SkillGainMultiplier available for manual editing in Balance.eco.