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Announce News Post #2859

Commodity system updates

Written by: Garryn
Date: Tuesday, October 21st, 2014
Addressed to: Everyone


The commodity system has seen a big series of changes today, including:

- Caravans are gone. You now simply BUY the materials, then SELL them at the refinery. They are riftable, too, although they have no other use.

- Refining has been reworked entirely - instead of the refineries working autonomously, there is now a REFINE <x> <commodity> to convert materials into commodities

- Stealing from towne commshops remains an option using PLUNDER <x> <material> - you will want to set up some guards to prevent this

- A series of quests is available that lets you improve the production of your towne for one Imperial year - these are mainly meant for newer players as a way to get involved with cities and townes, but obviously anyone can do them

- Refining material requirements have all been reworked; most notably, one material no longer yields multiple commodities; REFINE CHECK <commodity> displays the costs (if you have the Trade power). Overall, the amount of produced commodities will be significantly smaller than before.

- Towne material production formulas have been altered - most notably, the desirability factor is largely gone; it only reduces production of the desirability is very low due to frequent plundering or low material cost

- Towne material production speed has been reduced across the board, with the caravans being intended as the source of the difference

- HELP TOWNE PRODUCTION and HELP COMMODITIES have more info on the above changes

- Several trading posts have sprung up across the world - these are owned by the Horde, and are used to dispatch caravans between the posts

- Caravans can be plundered (PLUNDER CARAVAN) - but first you need to kill off the guards protecting it

- Caravans are transporting materials, gold, and a new item - pieces of glowing quartz

- Caravans also have a small chance to contain a random soulstone

- Two new shard trees are now available - both of them require the glowing quartz pieces, as well as significant amounts of commodities

- The commodity costs are mostly meant to clear out some of the huge stockpiles of commodities

- The pieces of glowing quartz are also used in the construction of so-called Beacons, which are intended as a conflict source of sorts - researching the Beacons shard tree will give you the specifics on these

- The steel commodity has been discontinued - it is no longer produced or required anywhere, and you can convert the remaining stocks into stehl at a 50:1 ratio (REFINE <x> STEHL)

- Lustration (Devotion) and Isa (Runelore) now require platinum instead of stehl

- Evoke bone (Necromancy) now requires 2 bone commodities to produce one necromantic bone; bones are no longer evoked from mob corpses

- Engineering item commodity costs have been changed

- Rozri now gives +20% material production speed, as well as faster refining balance

- The 75cr caravan crop artifact now makes the 'plunder caravan' command faster

- The token saddlebags are now discontinued, and the tokens refunded

- INFO RIFT output has been altered a bit

As with any big change, there will undoubtedly be bugs - please report any issues you find in the usual way. The production numbers may need further tweaks, we'll handle these as needed.


Garryn


Penned by my hand on the 24th of Letum, in the year 60 AM.


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