Ultima Ratio Regum 0.9

Released!

MAJOR FEATURES:

  • Procedural coin generation has been implemented, and the player now starts with a solid amount of money from their home civilization. Coins can be found in various locations and coinage can be acquired through trade (see below) and coins can be exchanged into other currencies via currency exchanges for a slight loss in overall value. All exchanges, merchants and NPCs give change. 
  • A vast range of trade goods and other items now generate (all with massively varied PCG images), spawn in markets, and can be purchased, sold, and moved around the world; different civilizations prize different things and are particularly noted for creating different things. Different merchants will accept different sorts of goods, and there are new conversation options to help give you information about this – merchants give you good prices for goods they sell or goods close to what they sell, and worse prices for less related goods. 
  • You can now buy and sell from merchants as long as you have the appropriate currency; a large number of factors affect the prices merchants give you. The inventory system has been updated and reflects both what you have on your person, and also trade goods waiting for you to move between locations.
  • You can ship items to other civilizations when you purchase an item. This lets you can add it to your inventory (which takes an item property called “weight”) or ship it to another civilization to later sell there (which takes a property called “space”). Upon travelling to that other nation you can access and sell all your stored items. Finding what nations are most eager to buy what items of what types, and from what other civilizations, is key to building up your wealth. In 0.10 there will be a lot more things to spend your money on, but for now the challenge is to see how much you can make!
  • Docks now contain a range of new information and options, with specific ships being generated to ply specific trade routes. Each ship has its own set of characteristics (which will be further fleshed out soon) and a period of time it takes to make its journey. Each vessel is tracked as it moves around the world and the docks give you a sense of how long the vessel will take to transport you, how much it will cost, and so forth.
  • The encyclopedia has been improved, updated, and nuanced. Rather than discovering a new civilization for example immediately gives you all the information on that civilization, data is acquired gradually as you actually find it out, e.g. you must see evidence of their religious policy in order to know their religious policy. This applies to everything in the game now, and there are now specific messages in the message log that tell you when something has been “Discovered”, which means it has been added to the encyclopedia.
  • Major improvements made to the speed of the game’s various calculations when you are moving around on foot, and when you are moving around on the world map. The former has been almost halved in computation time and the latter has been reduced to only around one quarter of its previous weight – with no loss of gameplay or relevant things being computed. This has led to the whole game speeding up massively and becoming a much smoother and easier playing experience. There are further optimizations I hope to make in future releases, but these two have already done a lot to make the game run much faster.

MINOR FEATURES:

  • A new religious policy – “Cultism” – leads to the generation of a number of different “micro-religions” (I’m inspired here by the polytheism of ancient Rome or early Mesopotamia) the game calls “cults” whose altars or places of worship are scattered throughout a civilization. These might involve worshipping a particular species of bird, a particular historical figure, a particular location in the world map, and so forth. A cultist civilization will possess between 3 and 5 cults. These do not feature traditional religious buildings but rather shrines (sacella) you’ll find all over the place in various locations, in homes, in towns, in parks, etc. These of course have a new visual generation algorithm which is very distinct from the previous religious stuff, and show visually what the cult in question worships. Appropriate new phrases etc for NPCs have been implemented.
  • A new cultural policy – “Pastoral” – leads to the generation of more farms around cities and around towns, the appearance of “Naturalist” shops in marketplaces with an appropriate sign, a smaller central capital city, and a general appreciation of all that is environmental.
  • “Slavery” is now an economic policy rather than something else which didn’t really fit into the policies framework, and hence now comes with appropriate phrases and comments from citizens.
  • All three of these new policies of course have appropriate images with them.
  • The world generation screen now has a (if I do say so myself) rather gorgeous new generator for the images you can look at while the world is generating. My procedural art skills have, er, somewhat improved in the last 8+ years and I wasn’t happy with the screen players were shown while the world was being created; this is far more striking and should give a much stronger first impression.
  • The “choose a civ” page has now been replaced with a page where you can choose which policies you would like in your starting nation, and then the game matches you with the nearest fit.
  • The encyclopedia now also lists ships, mines, monasteries, cults, and currencies, with whatever information you might have found out about them up to that point.
  • The “Religious Freedom” policy icon has been lightly altered.
  • The “Vassalage” policy now has a new, and far less visually displeasing, icon.

BUG FIXES / OPTIMISATIONS / ETC:

  • Fixed a bug where very rarely a jailer would not be able to tell you how many prisoners were in their jail (thereby raising serious questions about their suitability for such an important job).
  • Fixed a bug with the colours of some clothing items being incorrectly selected when the game tries to print their full images.
  • I have re-enabled some aspects of the menu screen landscape generation which I had apparently disabled at some point in the past, but can no longer remember the rationale behind. Say hello again to rolling sand dunes and moonlit oceans!
  • Fixed a problem with farms sometimes not spawning around towns.
  • Slums no longer sometimes lead to a crash when they generate in an unusual location and cannot find a nearby city wall to attach themselves to when generating.
  • Pressing Enter again when looking at an NPC or yourself no longer cycles you back to the top of their list of clothes, rings, etc.
  • Town generation no longer sometimes crashes when trying to place cults in a civilization with the “cultism” policy.
  • Demonic-style religious altars are now shaded correctly.
  • Town generation has been slightly increased back to the point where it “should” be.
  • I really, really think I have fixed the player/house bug this time, but please do check that the house you belong to (looking at yourself and going to the allegiances screen) matches one of the houses for your civilization (in the encyclopedia).
  • Resolved a long-standing issue where some people give you incorrect directions to the cathedral of their religion; this should now be fixed.
  • Fixed a visual bug with coastlines sometimes appearing too brightly in the city district view when you’re travelling.
  • The ages of monasteries no longer result in very strange sentence structures when you ask monks about their home.
  • Visual problems with “snow” and “sand” terrains have been fixed (another Python 3 conversion issue).
  • Fixed a graphical bug with the main-menu image under rare conditions.
  • Fixed an issue where isolationist towns, trying to spawn their town walls on a “curve” in a road, couldn’t quite generate their walls correctly and wound up producing loads of weird negative numbers that caused the game to crash.
  • Added a “Loading…” thing to screens where it was definitely needed.
  • Resolved an issue with clothing that had been added as a result of the introduction of armour, causing the game to very rarely not be able to correctly define an item of clothing or phrase a sentence with that clothing in it.
  • Sorted out a rare bug where particular kinds of travel could cause the player’s “@” symbol to repeatedly show up on the human-scale map while walking around, hence leaving a trail of perfect copies of the player character.
  • Resolved (I think) a potential crash when entering a crypt outside a city.
  • Going into a city dock from an outside city gate no longer crashes the game, and going into a dock in a city on foot from a gate inside a city also no longer crashes the game. Both also now display visuals correctly if you move into the dock to consider travel, but then change your mind.
  • You can only use a dock to use ocean trade routes that actually connect to that dock, rather than any trade route anywhere in the world. (In essence this means that docks often have fewer options and you’ll have to use other ways to seek out other parts of the world).
  • Crowds of people no longer slowly fizzle away the longer you spend in an area.
  • A mysterious plant known as the “leek” (???!!) no longer very rarely appears on isolated farms and in doing so crashes the game, because URR cannot at present work out what a leek should look like. (Who can?)
  • Docks give you proper information about the keys you can use to navigate the menu, and for exchanging currency as well.
  • You can now type in the conversations in order to narrow down a set of questions to the one you want to ask. This was actually there back in 0.8.0 but not at all obvious, and I have added a prompt to let you know this can be done, and I have also updated and improved the system.
  • Fixed an issue where, in extremely rare conditions, a sufficient number of embassies could not be spawned in a city centre, causing a crash.
  • Towns can no longer very, very, very rarely appear right next to a city, which makes the city’s own generation then go a bit peculiar and the whole thing just doesn’t work. 
  • Fixed a very strange bug where a small number of roads outside of some cities did not properly register as being roads, and hence did not generate entrances to that city.
  • Fixed a bug where the rings of religious characters (priests, monks, etc) would sometimes generate with a random religious symbol instead of the appropriate one for their preferred belief.
  • Questions about weapons and armour specific to a civ now accurately reflect all the updated generation and variation in this area.
  • Fixed a bug where a small set of religious buildings generated in such a way that the walls surrounding the altar blocked off the player’s access to the rest of the building.
  • Leaving a city and them immediately returning can no longer cause the game to miscalculate how much time should be elapsed during those movements.
  • Have resolved and upgraded quite a few name generators that had extremely rare, but not impossible, permutations that the game couldn’t usefully handle. I only found these in fewer than 1/100 generations so they must be highly unusual, but nevertheless, they have now been fixed.
  • Fixed a problem where entering a city, leaving the city, attempting to re-enter, and then deciding not to, THEN leads to a crash when the game tries to place the player somewhere appropriate on their next map tile.
  • Fixed a super rare problem where sometimes the game would continually think you were entering or leaving a city even when there was no city in sight.
  • Resolved an issue with the field of vision sometimes not computing totally correctly when you took particular actions at the edge of a map tile.
  • Sorted a minor issue with some of the graphics in the guidebook sometimes not correctly appearing in the right location.
  • Fixed a typo and a layout issue when saving the game.
  • Nomadic individuals can no longer generate with conversation options that (at present) have no “solution”, and hence cause the game to crash.
  • Hunter-gatherer individuals can no longer very rarely try to spawn with clothing that isn’t appropriate to their civilization, and hence cause the game to crash because it’s trying to find civilizational characteristics that are not actually present.
  • Added in a number of new key options for navigating various menus and the like.

PLAY IT:

You can download it here.

As before, the game is made for Windows though I do plan on Mac / Linux versions one day, probably after / alongside 1.0 in a couple of years. For Linux I recommend Wine, and for Macs I’ve seen a range of different solutions though Wine also seems to work there. Adding the exe to a Steam library and setting Proton compatibility also works (though might take a minute to load). 

Python executables are (unfortunately) known for generating false positive virus reports, and URR is no exception. I’ve worked hard to try to find a solution to this problem, but haven’t succeeded yet. There is, obviously, no nastiness in the executable, so you’ll just need to tell your antivirus not to worry about it.

If you find bugs (or, you know, have a positive comment to leave!), please do comment here or send me an email or a DM on Twitter or a carrier pigeon or some semaphore, or whatever. Assuming there are enough bugs of sufficient severity to merit a 0.9.1 before a 0.10 (e.g. multiple crash bugs, for instance) I will be releasing a 0.9.1 soon; if there are only relatively minor bugs such as typos or minor graphical graphical issues, those might be left until 0.10 (this time next year).

THE FUTURE:

I am now working on 0.10 and enjoying this “one year” turnaround time for major releases. It’s large enough that I have the time to do something of meaningful scale, but also small enough that it keeps me to a schedule and to focusing on the core essentials. I therefore anticipate a 0.10 this time next year, then a 0.11, then probably 1.0 after that (!!) as we are finally getting close to having all the pieces in place. 0.10 will be generating books, finishing and further developing and improving the conversation system, and adding more stuff to spend money on; I’ll be posting more about this on the blog in a month or two once any 0.9.x bugs have been dealt with and I can properly started to focus on it.

In the meantime, I hope you all enjoy 0.9! I will be interested to see how much money people can accrue, since it is meant to be somewhat tricky – but I’ll be keen to get any feedback possible for thinking about future balance changes. Have fun exploring and trading your procedurally-generated items, everyone, and I hope you all have a lovely new year!

53 Comments

    • Thanks Mike! Urgh, that’s dispiriting. I’ve found the issue and am resolving it now, will put out a 0.9.0b later today 🙂

  • Hello! Do you have a bug tracker or preferred channel for bug reports? At the moment the game crashes after saving, with this output.

    Traceback (most recent call last):
    File “URR090.py”, line 950235, in
    File “URR090.py”, line 937867, in place_menu
    File “URR090.py”, line 103912, in world_browser
    File “URR090.py”, line 931769, in new_load_game
    File “URR090.py”, line 935562, in new_play_game
    File “URR090.py”, line 901259, in keypresses
    File “URR090.py”, line 707873, in player_action
    File “URR090.py”, line 135387, in next_turn
    File “URR090.py”, line 175729, in do_turn
    File “URR090.py”, line 158757, in do_something
    File “URR090.py”, line 710015, in find_a_schedule_target
    File “random.py”, line 261, in choice
    IndexError: Cannot choose from an empty sequence
    [22380] Failed to execute script URR090

    • Thanks Mike! After saving? Do you mean you save, reload, then get this bug? I don’t think this bug has anything to do with saving, having looked at it; can you tell me where you were and what you were doing?

    • Thanks Mike! I’ve already fixed the stairs bug, but this other one is one that will only trigger in very exact circumstances, so any info you can give me is amazing!

  • An exciting update! I seem to have found a bug though, I’m not sure if this happens with any other NPCs yet, but speaking to slaves and selecting “Exchange” crashes the game with this error:
    Traceback (most recent call last):
    File “URR090.py”, line 950235, in
    File “URR090.py”, line 937867, in place_menu
    File “URR090.py”, line 103912, in world_browser
    File “URR090.py”, line 931769, in new_load_game
    File “URR090.py”, line 935562, in new_play_game
    File “URR090.py”, line 901154, in keypersses
    File “URR090.py”, line 912441, in DFTarget
    File “URR090.py”, line 917082, in speak
    AttributeError: ‘NPC’ object has no attribute ‘npctype’
    [16764] Failed to execute script URR090

    And when I try to do the same with guards, it just pops up with
    Guard
    in the console.

  • Great stuff! I really enjoy your project, been digging it for quite a long time, actually. A simple question, though: i think i understand overall direction in which game development goes, and i find everything you added to this day highly entertaining, but would you consider adding anything related to fighting? As for the roguelike, it’d be nice to have things to worry to in order to not lose your savefile and to keep gameplay a bit more dynamic, which I’m not sure you’re going for, but anyways could be a good addition. Keep it up! Can’t wait for next major update already 🙂

    • Thanks Ignat, I really appreciate the comment! Yes, I absolutely intend for a combat mechanic in the future, but it’s going to be very unlike other roguelikes, i.e. combat will be EXTREMELY rare and extremely consequential, rather than the default / standard part of the game. Might leave it until after 1.0, but we’ll see!

      • Honestly, I feel that combat is exactly #1 what most players wait. Of course exploration of incredible URR world in its splendor has value. It’s stunningly huge world. But roguelike genre is about freedom. Free to decide to be lawful or to be evil chaotic. Every action has consequence. Player decide how to make pave his/her way. Through delicate investigation or through bloody carnage. Or both. That would adequate simulation of real world people’s nature.

        • Thanks dreamer! It’s absolutely on its way – I actually have a pretty good paper prototype for it here in my flat, I just need to actually put the thing into existence in the game itself, ha! It’ll happen though. I think the “rare but hugely consequential” combat model is an interesting one (there was even a thread about that very idea on r/roguelikes a few months ago) and I’m excited to see it come into being…

          • Thanks for your answer, Mark. I agree with your hugely consequential combat approach! What was really terrible in the most roguelikes (even in timeless classics) it’s kill-em-all / slash-and-loot repetitive routine, grinding. This summer I tried Dwarf Fortress in adventure mode and it has kind of hugely consequential and highly detailed combats. But the flaw was discovered soon, for example if the character’s neural system was damaged he/she loses ability to walk and only crawls all the time. Realistic? Yes. But not playable further. More severe consequences come if the character loses a limbs. Spoiled game. So from the point of game balance and saving interest to game with reasonable difficulty level it’s critical to have a way to restore lost abilities somehow. Another game I tried recently is Caves of Qud and it has regeneration technology to regrow lost limbs. Expensive. But nice. So I believe consequential losses should be reversible but costly. What Caves of Qud doesn’t have is fatigue mechanics and it’s a great miss! Because there are camps and settlements where wounded character could stay for some time to rest and recover and pay for food and costly meds. That would be a fair. And that would motivate player to more prudently select his/her fights remembering the price for healing. Of course I had no intention of looking like a mentor for such a prominent game developer by referring to another games, it’s only my modest ideas, sorry for long post 🙂

          • Hi dreamer, thanks so much for the message! Yeah, I really love that aspect of Dwarf Fortress – though as you say, certain injuries can potentially render that playthrough impossible, or at least almost impossible. I think there’s a good middle-ground here, where the most severe are perhaps overlooked, or can be cured (or partly cured), while still having combat be rare but highly consequential. I’m sure I can, for instance, include prosthetic limbs which have *some* of the function of the original (for the sake of gameplay) but not all of the function of the original (for the sake of realism, and also for the sake of having meaningful consequences). So yes I absolutely appreciate the ideas! I’m working on and planning out all of this at the moment…

  • I am unsure of the best method for reporting issues.
    I don’t have heavy stacktrace for some city center-related crashes, but I’ll try to record it when it happens again.

    I wanted to ask about the Export Data function. So there are 3 main Map options, Terrain, Territory, and Height. The Territory and Height map options give only pieces of the world map that I am aware of. But the Terrain map option prints out the ENTIRE world map, as well as a full print-out of the sector I am currently in.

    This is probably going to be addressed in a future update, yes?

    • Thanks William! I’ll check out the city centre tomorrow. Re: export, huh, that’s a bug-testing thing I accidentally left in. Thanks for spotting, will fix :).

  • Apologies for a subsequent comment. Feels weird to put bug reports here. Something occurred in the starting civilization castle interior that didn’t crash the game, but did produce a nice log to console. Git wouldn’t let me upload the world save as a 7z, but I still have the world save if you want it.
    https://github.com/fractalwizz/urr090b-bug01

  • Congratulations on the new release! Excited about this!

    When inspecting self (@), that Tab toggle doesn’t immediately work – you have to press Enter first and only then does it allow you to switch. Additionally, pressing Esc afterwards closes the examination screen, but doesn’t allow using neither Tab or Enter (although, occasionally I’ve managed to examine my equipment again without closing the screen entirely first).

    Probably something worth examining closer (pun intended)!

    • Thanks Eltons! I appreciate that bug, that’s weird and I’ll get that fixed hopefully tomorrow (I think a 0.9.0c is required). Thanks for letting me know!

    • Combat will appear but will be distinctive and rare, character creation MIGHT come a bit sooner, we’ll see…!

  • I can’t figure out where saves are stored, or where (if anywhere) tracebacks or other logs are saved after a crash. So I guess this will be a very vague bug report… but I *do* have a consistently reproducible bug. The game crashes when I ask a soldier “What quality is your armor?”

  • Hey! Love the update and continued progress you’re making. I really loved the dev logs for this one and thought the treasure maps were especially cool. Is it possible to dig for treasure in this release or did that not make it in quite yet? Either way this is getting more and more awesome, thanks for all the hard work you do.

    • Thank you for the comment Eric! I really appreciate it. Alas, digging for treasure didn’t QUITE make it in, but I promise it will soon! (Maybe 0.9.1, and if not then definitely 0.10)

      • Just one question – few years ago (I think) I asked you about Steam version, you said something like “maybe in distant future, but I’m not thinking about it now”. Has anything changed in that matter since then?

        • Haha, honestly, nothing has :). It’s still an idea for the future! But maybe something for after 1.0? We’ll see…

  • Thank you for patch 0.9.0c 🙂
    This time I got this when asking a soldier (officer?) with one golden glove awkward questions – would you like the world state files again?
    Traceback (most recent call last):
    File “URR090c.py”, line 950258, in
    File “URR090c.py”, line 937890, in place_menu
    File “URR090c.py”, line 103912, in world_browser
    File “URR090c.py”, line 931792, in new_load_game
    File “URR090c.py”, line 935585, in new_play_game
    File “URR090c.py”, line 901174, in keypresses
    File “URR090c.py”, line 912461, in DFTarget
    File “URR090c.py”, line 917138, in speak
    File “URR090c.py”, line 919679, in list_questions
    File “URR090c.py”, line 929171, in generate_sentence
    AttributeError: ‘NPC’ object has no attribute ‘armourquality’
    [22300] Failed to execute script URR090c

    • Thanks Mike! I think I can find this bug without troubling you for the save, but will let you know if I cannot… 🙂

  • Looking above, it seems you may need to encourage some form of community so bug reporting can be made more organized.

    Might I suggest you make a free Discord channel for Ultima Ratio Regum and put a link on your blog/page?

    Congrats on the release! Btw, have you given any thought to what the game part of this game is? Like what do you view as the driving goal for players to interact with their worlds? A few suggestions for possible future suggestions: merchantilism simulator, build shops, add gardening, add social bonds like friends, family, romance game mechanics, fishing, hunting, playable board/card games, add a gimmick like the Pokemon games have a battle/catch/train pokemon gimmick, dwarf fortress has a fortress gimmick, etc.

    Anyway, your progress is astounding and it’s super impressive. I love this project a lot. Again, please consider making a Discord channel – I think you’ll find it’s a great way to interact with your community.

    • I think that’s a great idea Paul, and once I have a 1.0 out I intend to create one, but I confess I still think it’s a little early at the moment :). The core objective remains solving a generated mystery hidden across the world’s many generated elements, places, people, books, etc! Some of those other things will absolutely find their way in, however. I’m so glad you like the progress though, I really appreciate it!

  • Thank you for your fantastic work. I find your project to be one of the most exciting since dwarf fortress when it comes to world building. I noticed a recurring game crash (back to windows): 1) when I request information about his armor from a guard in the dialog box 2) when I change neighborhood in the starting city. At your disposal for more information if needed

    • Daernatt, thank you for commenting, and thank you so much for the kind words! I have definitely fixed #1, #2 is strange; I’ll look into it. Can you check the policies of the nation you’re in (‘P’) and let me know what district you’re trying to move into?

  • Hey again, Mark. I was reading through your previous comments and something made me want to ask. Have you played Tarn Adam’s Liberal Crime Squad? He made it before Dwarf Fortress started. When it comes to exceptionally distinct roguelikes I think that one is up there far and above most I have played before. It’s honestly insanely fun and I’ve spent literal weeks of my life inside of it.

    • I have not, in fact! It has been on my games list to try out for a long time, but I’ve never given it a look. Whenever I do so it will make it into my yearly “Games I’ve Played” post, though! (Speaking of which, I need to finish 2021’s…)

  • Congratulations on the release. What an achievement! So many cool generated items and cultural aspects. You’re making gaming history here.

    (In other news, I finally got the library where I work to buy a copy of your book in eBook format, which I am looking forward to reading!)

  • Hello Mark!

    Is combat going to be sophisticated, or in turn simplified? To what extent will the combat be simulated?

    Great work on the project, I cannot wait until the 1.0 release!

    • Hi there Mikael, thanks for the comment! I’m basically looking for a turn-based version of the combat in a game like Sekiro; it’s all about moves, stances, countermoves, timings, these sorts of things. I’ve sketched something out and it looks really exciting, and I am looking forward to implementing it!

  • Hi Mark,

    Amazing work on the update, the ability to feel as if you’re part of a living world with historical and varied personalities is truly impressive, there’s a huge amount of potential for the world building and story telling ability.

    I have a suggestion, or maybe just something I’d like to pose to you. First off let me start by saying I have zero knowledge of how such a game is built and how the code behind it functions so I don’t know how easy it would be to even consider this but I thought it’d be worth asking.

    Since you’ve essentially created an entire universe, culture and architecture simulator, could there ever be the ability to utilize this as of sort of life simulator within the game world? The idea of being one of the citizens existing within a diverse culture is already present, I know the games scope is focused on uncovering items and possible plots of conspiracy and this could still be maintained.

    When I think about the potential of the world generation itself it seems like the perfect environment to enable roleplaying as one of the many NPC’s within the games world. I’m not talking about feats of grandeur such as, slaying creatures and completing quests etc. But more mundane activities such as working within a tavern or the ability to now implement the coinage system to buy property, clothing and more or less living a life as one of the many citizens within the world as it ticks by. Essentially mimicking the patterns of the NPC’s themselves as they go through their daily routines.

    This is already coming to life with the trade systems implemented with 0.9, the life of a merchant or even the ability to open a shop within a city and sell goods I find appealing. Even patrolling the streets as a simple guard for a small amount of coinage to keep the room I’m renting within the city.

    There seems to be a lack of games where the player has the ability to forge their own path irrespective of greater world events, you’re made to be the hero, the outlier or some chosen one when I find contrary to this the opposite can also be true. The few examples I can think of emulating this is within Dwarf Fortresses Adventure Mode or within another game called Kenshi (Although that carries more alien post apocalyptic themes)

    I don’t know if this would from a gameplay perspective at least, come across as boring. Maybe I’m strange for wanting to emulate the mundane within a world with so much possibility?

    This idea may be good in theory but not in practice, let me know your thoughts and again well done with the project so far.

    Kyle

    • Hi Kyle, thanks so much for the message! I’m sorry it has taken me so long to reply. I have definitely considered that kind of gameplay you describe, of taking on a role in the world and playing that role out, and I absolutely agree that although a lot of games sort-of promise things like that, very few actually deliver it. I think it’s an awesome idea but I think it’s a little bit counter to what I’m really looking to build here, which ultimately does have a slightly more focused core quest and while I’m really happy with the trading stuff (and the extra stuff I intend to add to it), I’m not sure it could or should branch out into becoming its own thing. Nevertheless though, in the longer future I am definitely open to adding other methods to make money and to “make your way through the world” more generally – but still in pursuit of the main quest :).

Leave a Reply

Your email address will not be published.