Working on vendors/currency/fixes/npcs today. Things progressing really well!
In addition to bugfixes, when it goes live, you'll notice you now have a credits section of your inventory. These are your monies.
Harvesters, generators, and hoppers, will begin to require maintenance monies to function and continue to function. The more efficient you make them during crafting, the less monies they'll require. If their monies drop to zero, they'll begin to take damage while in online mode until the balance becomes positive. In offline mode, they'll take very little, but some damage to clear the world of people's shit who haven't played in months. Don't like it? Deal with it.
When hoppers reach zero condition, they'll explode and all items contained within them become "orphans" with the same stipulations as items "dropped" in the game world, ergo they decay after 30 minutes if not picked up.
Structures must have a positive maintenance balance before they can be placed in the game world, and you cannot re-deed structures that contain zero maintenance.
Additionally, the "manage structure" radial menu option will finally be used for something; Paying up! Managing a structure will allow you to view and update its maintenance pool. Maintenance is a one-way thing dudes, you cannot cheat the system by turning your harvs into banks and dumping all your monies into there for safe keeping.
There is no safe keeping. This is the wilderness.
Eventually, we'll also be adding banks but for now, you are your bank.
How do you get the monies?
NPCs are finally more-or-less safe to begin resurfacing on Rook, starting with "vendors". NPC vendors will be non-strategically placed, one per region - Meaning one for Lomenia, One for Malkav, and one for Akkhera.
To make monies, you take whatever you want to sell on your person (you really should go as a group of friends) to the vendor and "trade" with it. You'll be able to sell current items and resources based on their OQ to him, but also be able to buy from him things other players have sold to him, such as their weapons, clothing, whatever you want.
Advanced professions will finally be unlockable in the game world, beginning with Architect and Cyberneticist. Architect is the branch that will allow the crafting of advanced structures whereas Cyberneticist will allow the crafting of advanced cybernetic equipment, such as the the more advanced combat synthetic and military synthetic chassis.
Additionally, Scout skills will begin to play a larger roll which will lead into "Ranger" as its elite professions.
Ranger will allow some pretty cool stuff, such as player and creature tracking, as well as the ability to deploy their own temporary "camps", which act as small and versatile hoppers.
Thanks for all your help and support! We're still getting the occasional "I straight up admit to never having even logged into the game once, but negative review!" bullshit that for some reason Steam allows, so if you haven't yet, why not toss us a review! I mean, if you do in fact want this project to continue and all.
- News and updates
- Divergence: Online
- Upcoming Massive Update - Trading, Monies, and More!
Source: Steam Community (opens in a new tab)
