For Thai localization users: Delete the settings.ini file from the game’s settings folder one last time, then place an empty language_exists.txt file in the lang_tha folder. After that, you’ll be able to select the language in the settings. Of course, the actual translation files must also be present in the same folder. (Reminder: The game does not officially include Thai localization, but I’ve heard an unofficial version exists)
We’ve also added full support for all Latin characters, though this might cause some unexpected issues.
If you encounter text-related errors after the patch (usually involving the word "language"), try to delete the settings.ini file from the game folder first. This issue can occur with any language. If that doesn’t help, contact me.
Additionally, this patch also brings back full Korean language support.
Now, onto the patch!
1. Various bug fixes.
2. Map screen interface redesigned.

3. 21 new trade goods.

4. Reworked goods in cities. Players who are already in the game will receive these changes within 2-3 in-game days as cities refresh their goods. Now, every city has a starred item - bring and sell it, and upon the next refresh, you’ll be able to buy something new (e.g., Silver ore - yes, there’s a location like that).
5. Random goods in cities have been removed - now, if you travel to City A for a specific item, it will be there upon arrival (unless the city refreshes its goods, except for starred items, which disappear after a refresh). We’ve also made it so that if you buy a good somewhere, the most profitable place to sell it will be in a nearby location.
6. Each city’s "Demand" now includes a good that matches the city’s type - this helps with reputation gain. We’ve already added many ways to earn reputation, but in the future, I’d like reputation to be granted only for selling goods that a location actually needs (no more buying and immediately reselling). However, it’s too early to implement this change yet. For now, in this patch, selling goods to NPC merchants is no longer the main source of reputation gain.
7. Reworked buying/selling mechanics - selling goods is now more profitable initially, but the price drops if you repeatedly sell the same good to a specific merchant. The same applies to buying: if you keep buying a certain good from a merchant, its price will rise. Prices gradually return to their original values over time.
8. Merchants no longer have unlimited money. The more you sell to an NPC merchant, the more money they have - but not infinitely (currently capped at 2x their original wallet size). Their wallet size slowly returns to its default value over time.
9. Added a clarification for the second passive ability in the Catmancy - leveling it up will allow you to talk to certain cats (as before, just added the explanation text).
10. Nearly every city now has a strongpowergigachad cat offering delivery quests. Successful deliveries increase reputation in the location and grant money (currently a profitable +20% bonus over the base item value). These quests are endless, have difficulty ranks, and can be tracked in a dedicated tab in the quest menu.


11. New reward in Praydon: the monk Seniron Soyfist. Plus 3 new enemies and one secret opponent.

12. Road encounter - Fortune Teller. Pay money for a prediction: more money, goods, food, something negative… or nothing at all.

13. The location Bigtopia isn’t fully finished yet, but you SHOULD visit it.

14. We’ve completed the current major story segment - now you can gather everyone at the table by blowing a horn and continue the main storyline.
15. Various fixes - for example, repairing carts in quests now requires **Wheels** (a new trade good).
What’s Next:
1. We’re considering raising the minimum screen resolution to fit more UI elements by default. Unfortunately, I don’t have stats on how many players use 1280×720, but we’d prefer at least 1440×900.
2. We’re mostly done with locations, though we have one more planned soon - we want to add bulls (cows?) as a pleb hauler, and their location. Next, we’ll focus on road events and other content: quests for Bigtopia, Sheepington, and Warmington. We’re also brainstorming ideas for the game’s first dungeon, likely in Bigtopia, and what reward it should offer.
3. I’m not a fan of the strategy of assembling a party exclusively with legendary mercenaries. I’ll think of an interesting way to address this, but it’ll likely result in restricting full legendary-only parties. Some legendary mercs are so strong that balancing a full team of them seems impossible.
As a bonus, we've added a minor Supporter pack DLC. With hats, of course.
Changed files in this update