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Name

 Merchant of the Skies 

 

Developer

 Coldwild Games 

 

Publisher

 Coldwild Games 

 

Tags

 Strategy 

 

RPG 

 

Simulation 

 

Singleplayer 

 

 Early Access 

Release

 2019-07-30 

 

Steam

 € £ $ / % 

 

News

 60 

 

Controls

 Keyboard 

 

 Mouse 

 

 Full Controller Support 

 

Players online

 n/a 

 

Steam Rating

 Very Positive 

Steam store

 https://store.steampowered.com/app/1040070 

 
Public Linux depots

 Merchant of the Skies Linux [193.62 M] 


 Merchant of the Skies Linux 32 Depot [313.33 M] 




LINUX STREAMERS (2)
partarapulordxnykon




Update 1.0.7 - Rebalancing, Cards, Community Translations

Hey merchants!



This update, we've focused on rebalancing and adding depth to the game. Also, to get something out of the way: we were finally allowed to introduce cards into Merchant of the Skies :) The foil badge is pretty epic.

We are also starting to look for community translations: there's a special website to do the translation in a straightforward manner, but please join our discord to discuss this further if you want to help ( you don't have to do the whole translation, it's a simple interface with entry fields vs original text in english; every bit helps).

Anyway, here goes the actual patch notes:

New features:
> week indicators (I - VI numbers under calendar), after week 4, trade post prices are refreshed (either by 1 index up or 1 index down, never changes too much)


> average price which you've paid for the item at trading posts is saved now
> trade posts have limited amount of money; money is refreshed on trade post "resupply day"; the more you trade with a tradepost, the more money it has on refresh days.


> selling items with a profit on trade posts gives you exp
> demand bar at the bazaars: if you sell the items too much, the min/max value for which you can sell is lowered

> bazaar demand goes up a bit by every week (so if you stop selling an item, it will go back to normal after a few weeks). Alternatively, selling multiple different items makes sure the demand is balanced.
> price index based on zoning (each trade post resource has the "origin" point on the map, the further trade posts are from that point, the higher the price). This should allow for improved trade routes / deeper planning and less exploits. You don't see the zones in-game, at least yet. Just letting you know how the pricing works now.

Tweaks and changes:
> Spyglass is now unique (can't install multiple spyglasses on one ship)
> Modules transfer on ship purchase
> level bar added in skill menu
> After you close the container, the items are optimized/autoarranged (you won't be getting rock stacks of 2,3,5 amounts spread out through different slots)
> Holding ctrl on keyboard hides the "Visit" button on the map
> Quest log rework
> Changed how quest indicator looks on the map

Community translations! There's a website with simple inputs that allows to run community translations. If you want to help translate the game to your language - join the discord and find out more.

Now, actual rebalancing numbers:
Bread base cost: 12 -> 35
Glass: 100->50
Glass Bottle: 40->30
Gear: 90->70
Medicine: 100 -> 150
Apple Juice: 80->120

Island prices:
* Apple Island 100->500
* Forest Island 200->425
* Gem Island 1000->4250
* Iron Island 500->1050
* Stone Island 350->600

Buildings:
Oven: wood/stone requirements up to 15 from 5
Forge: brick/iron requirements up to 15 and 9 from 5 and 3
Alchemist: brick / lumber requirements up to 8 from 5

Gem Mine Base gold cost 700 -> 1000
Reduced module costs for iron pickaxes, axes, baskets by 2 times

After this update we're going to fully concentrate on caravans/automation. But as usual - if you encounter any bugs or issues - let us know asap. QoL suggestions are also appreciated. Cheers and keep the feedback coming!
Best,
Vladimir


[ 2019-08-22 16:17:35 CET ] [ Original post ]