Item Shop
The existence and level of items in the shop are now handled by events like research or faction level. So, if you wanted higher level heavy armor in the shop, you might advance the heavy armor research. :)
Quantity of shop item listings is handled three ways:
- The normal way is for the base to do crafting projects that increase supply. Supply is a rating that determines the quantity that can be purchased per turn by each member of the base.
- The base can also do all-turns supply, for things like permanent exp potions. You can only buy X of these over the course of a game. X is variable, however, depending on how many crafting projects for that item are completed. (I intend drops from monsters and their growths to provide the raw materials for crafting these permanent progression potions.)
- The System can offer infinite supply for premium currency (as opposed to standard base currency). This allows characters to get gear as needed, even if the base is behind on providing supply.
Crafting, Refining, and Research Projects
The code for crafting, refining, and research project rooms is now more flexible, allowing me to easily add more kinds. Each project room also handles its own queue priority via a project administrative action dialog, and has its own required skill profession (all projects in Monster Processing, for instance, might require the Monstrologist profession).
Each kind of project room provides bonuses per level (currently in testing):
- Crafting room level gives a supply boost on project completions;
- Research room level allows new research levels (up to room level);
- Refining room level provides progress boost to contributions.
Note that right now, only research projects level up.

