Week Ten in the Valley

A lot of week ten was about knowing what things are worth before you spend them: which consumables actually help at a festival, what an item really sells for, and what Craig and Maple are really charging you. Then Hall Stores landed on Sunday, so a guild stockpile can send supply crates back to the members who filled it.

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Knowing What It's Worth

Guilds can send out supply crates now, paid for from the hall stockpile. Your consumables get rated for the festival you're actually in, so you know what's worth bringing. The marketplace shows the sales history behind its price suggestions. Craig and Maple quote what you'll really pay after your discounts, and you can call a pet back from an expedition.

What your consumables are worth at a festival

Some things that are great every other day barely move a festival along. The game tells you which is which now.

  • During a festival, your bonuses panel and the consumables picker open on a Festival tab that rates each boost for that festival specifically.
  • Your usual view hasn't changed at all. It's one tap away on the Everyday tab.
  • The festival screen also gained a "What helps here" panel, so you can see what's worth bringing before you set out.
The consumables picker on its Festival tab, rating each boost for the festival you're in
The consumables picker on its Festival tab, rating each boost for the festival you're in

The marketplace shows its receipts

Tap a listing in the marketplace and you can see its recent sales. Suggested prices come from those actual sales now, rather than from whatever happens to be listed.

The old way had a habit of going wrong. A first listing would come in overpriced, the next player would get nudged to undercut it by a single gold, and so on, leaving a trail of stale listings nobody was ever going to buy.

A listing's recent sales, with the typical price it actually goes for
A listing's recent sales, with the typical price it actually goes for

Hall Stores

Your guild's stockpile can now buy something for the people who filled it. Once a week your leader can send out a supply crate, and every member gets the same one: a mix of consumables, picked fresh each shipment. Crates arrive in your mailbox ready to open.

  • Modest Parcel, 100 materials per member. Two everyday useful things: charms, bait, a trail bar or a stew.
  • Full Crate, 250 each. Three or four items on average, and the choices widen to maps, detectors, tonics and the finer draughts.
  • Grand Shipment, 500 each. Five or six items, and the only crate stocked with the best the stores keep, including Premium Compost, Sprout Tonic, Surveyor's Geode Oil and the deep-water lures.
An example of what a supply crate turns up with
An example of what a supply crate turns up with

The leader picks the size, and whether it goes to the whole guild or only the members who have been out walking that week. You'll find the Hall Stores on the Guild screen, under Projects.

Pets

  • You can call your pet back from an expedition now, which is handy if you forgot to feed it. Cancelling refunds the steps.
  • Keen Nose grows with the journey. Instead of one flat extra find per trip, your pet brings back roughly 10% more loot, so longer expeditions finally get the full benefit.

Steps past the daily limit

Your steps keep counting in your walking history past the 30,000 daily limit now. You can't spend them on anything, and that isn't changing. But I have plans for features outside the economy that could use them, so the extra walking won't go to waste.

More small touches

  • Collect all your keg products with one tap, choosing between all ready and all aged.
  • New Up Next items for when the silo runs out of steps or hay, plus +1d, +3d and +7d buttons to load it faster.
  • Your farm quick watering toggle and cellar quick collect toggle are saved now, so you don't have to switch them back on every time.
  • Animals no longer react to taps while you're in decorate mode, and if you place furniture on top of one it'll walk off to make room.
  • Added the missing step counters to the cellar, coop and barn.
Collecting everything the cellar has ready in one tap
Collecting everything the cellar has ready in one tap

Bug fixes

  • Craig's and Maple's services (smelting, sawing, crushing) now show your real discounted step cost instead of the base price, so what you see is what you pay.
  • Foraging auto mode prefers hinted spots now, so the only remaining tradeoff is lower mastery XP.
  • Unified the buff labels. The same buff would occasionally use slightly different wording, which got confusing.
  • When an empty keg is overlapped by a bubble from a ready one, the bubble goes semi-transparent so the empty keg stays tappable.
  • Fixed a stuck pet expedition notification in the mailbox.

Ten weeks in

That's week ten. Unglamorous work, most of it, but the kind that stops you wasting a good consumable on the wrong weekend. Thanks for the reports and ideas, as always. On to week eleven.

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