More Equipment Info
We received feedbacks that was not clear how much and how the equipment repair work, now equipment current status will be displayed with a percentage directly on the inventory screen so you are not forced to use only the tooltips anymore, additionaly the tooltips will display how many turns it takes for the item to be fully repaired in case the Party have enough food for the turn.

Second set of weapons
Given the limited number of party members you can bring to the fight and to let the player experience with more possibile combinations, we add the possibility to equip a second set of weapons for each characters that could be switch during combat at the cost of some AP (the initiative malus of the second set will always apply), useful especially for ranged characters after they empty their quiver or to adapt to the enemies resistance.

Trade Panel
The trade panel was revised, it was changed the how it show the items that would be sold or bought, now instead on going to the other list, they stay in the same and a more clear arrow button will let you choose how many of them to sell or buy.
Additionaly it was added a filter for both list in the trade panel to help the player find the items they are searching for.

Rumors
To help players stay update with what happen in settlements, a new rumors system was added for settlements they have a guild branch build, every turn there is chance new entries will be added to the list, at the moment is limited to:
- Increase/decrease of local market prices
- Spawn of new bandit lairs near the current location
- Attack of merchant caravans near the current location
- Change of the local recruit lists due to war start/end

Economy
A simple supply/demand system introduced to make the global economy a little bit more dynamic, now resource price will increase in settlements based on local craftmen demand (for example a settlement that produce woods, will probably require ores), equipment also could change their market price based on current world events like wars.
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