v2.6.8 - Provisions Hall Economy Fix
Hey everyone,
This patch addresses a gold farming exploit in the Provisions Hall and rebalances the room to feel more rewarding from the moment you build it.
What Changed
- Provisions Hall now uses fixed pricing. Items sell at their base value automatically - the manual price input has been removed entirely. No more setting your own prices.
- Tier multipliers increased across the board. Building the Provisions Hall now immediately gives you a 25% premium over selling from your inventory. Upgrading the room scales that all the way up to 2x at max tier: - Tier 0 (room built): 1.25x - Tier 1 (Storage Larder): 1.50x - Tier 2 (Grand Hall): 1.75x - Tier 3 (Merchant's Banquet Hall): 2.00x
- Existing listings fixed. If you had any listings with inflated prices from before this patch, they've been automatically corrected to the item's base sell price on load.
Why
Players discovered they could set arbitrary prices on food listings (like listing Cooked Shrimp at 1 billion gold per unit) and the passive sale system would happily pay out at that rate.
The change is straightforward: you get a guaranteed better-than-inventory price, but sales happen passively (60% chance every 5 minutes) instead of instantly.
Thanks for the reports - your saves are safe and everything has been corrected automatically.
-- Visseron Games
