![]() ![]() There is no UI opposite of "in demand" (as in, "high supply"), but in practice this does exist. Generally, this makes trading more of a space-filler in addition to Tasks than something you do 100% of the time, but there are some routes that are really lucrative and easy to operate (for example: Marble from Arken to TZS). Once it starts diminishing, it diminishes pretty fast, so once you start seeing the price change that's your cue to stop. ![]() Goods that are "in demand" can be sold up to about 3-4 full stacks of that item before the price starts to diminish. If a trade good is not "in demand", it is almost never worth selling there. In reality, it's pretty set in stone and operates off of some basic rules of thumb. Some thoughts on trading: The game teases it uses a complicated supply & demand system. Anyway, this is the real reason you're going after rep & Tasks in the long-term. They vary a lot between factions, with the best being free Resourcefulness increase and Authority increase (lets you have more deputies without spending character points). The items are generally pretty mediocre and not worth having with one or two exceptions, but the buffs are incredible. When reaching certain milestones with factions you'll get rewards. Since many tasks are gated by rep, you want to raise that rep (and hence do tasks) as early as possible. And these tasks also increase your reputation with the associated faction. Manual trading (buy item low, move to place where it is high priced, sell) can sometimes be more efficient per cargo stack, but it's hard to overstate how convenient it is to "get" cargo for "free". You get paid at the destination based on the distance & how quickly you delivered it. Trade missions give you cargo for free, and have you deliver it to a destination. ![]() You want to avoid combat until you're very well setup. Density and interconnecting missions/cargo is highly important since any trip that is not directly involved in a profit is wasting resources. You start in TZS, get missions or cargo for the Quarries or Lumen, loop up to Lumen, then Arken, then TZS again. There may be some creative alternatives but IMO there is really only one big moneymaker route early game, which is the highly dense Torrzag Shelter (TZS) > Quarries > Lumen, Arken, TZS loop. And when you start off you have basically no buffer to rely on, so the first thing you're gonna want to do (and this will probably entail like the first few days of your gameplay, and by that I mean IRL days) is figure out the best way to do that. You need money for supplies, you need supplies to do anything, every day you're playing and moving around that is not generating profit is eating into your coin stockpile. Everything in this game operates off of an attrition/money loop. Your first hurdle is going to be establishing a profitable loop to increase your coin stockpile. Multiple endings are also available for some of the companion quests. These long, complex stories will allow characters to level up to Prowess 9 and give you some incredible rewards, though you might need to raise their loyalty through gifts and other means as well. ![]() In Devlog #57, we detailed how each companion in the game will have a loyalty questline. We previously covered some of the changes in Devlog #56, and you can even find a short video showcasing many of the changes on our YouTube Channel. Vagrus’ crew and settlement UI panes are also getting some much needed upgrades to make navigating the menu a more user-friendly experience. These locations are deep in the desert so don't forget to resupply your comitatus before you set out on an expedition. There will soon be eight new points of interest on the campaign map with the remaining part of the Searing Plains becoming accessible along withthem. The cartographers of the wastelands have been hard at work preparing a new version of the Chart. Revamped User Interface and Extended Campaign Map ![]()
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