- new
Your own stand in town, on every server. Set up a market stand of your own in any town (/shopstand, or the action wheel Z > Set up a stand): one of the towns' own stalls, a counter, a cask or an awning, with your words floating over it, for an hour at a time within your day's stand time (2 h; 5 h for an Early Supporter, no limit for an Early Founder). Trade face to face beside it.
- improved
The auction houses, like a great market. The Buy tab shows one line per item - "Iron ore, from 4 gr." - with the quantity on sale and the number of listings; open it to see every listing cheapest first and buy a whole lot or part of it, or "Buy the cheapest" a quantity at once. Every purchase asks you to confirm it first, with the total and what your purse and account keep. The window no longer flashes when it updates, and its buttons stay readable in every language.
- new
An auction house in Suchdol, Raborsch and Maleshov, with the merchants' stock. Every server now has the three auction houses, and each starts with 250 to 300 loads of the twenty goods most bought at the markets - coal, iron ore, hides, timber and more - at the price the market asked for them.
- new
Sell your RP goods at auction. The Sell tab lists your RP inventory beside your pack: the sack's goods, the crafting parts and your decorations go up for sale like any item, and a buyer receives them in their sack (as far as it has room) or decorations.
- new
Sell instantly at the auction house. Beside putting it up at your own price, the Sell tab of a town's auction house now offers an instant sale: you are paid at once, half of the lowest price of the same item there (never above this week's median), and the goods join the realm's stock at that price. The twenty everyday goods of the realm's stock always sell this way; anything else once a like piece is on sale there and it sold at least 5 times in the last 24 hours above the instant price. No daily limit, but never for what you just bought from the realm's stock; when it is not on offer, the button is greyed with the reason.
- improved
The market trader is now the convoy master. The auction houses replace the markets' goods trade: the same man at the same spot, now called the convoy master, sells the convoys' crates and hires out carts, and no longer buys or sells timber, ore, herbs, fish or the hunt's goods. Sell your loads at an auction house or to other players. The market boards show the convoy routes and what a crate fetches on each.
- improved
Auction houses on the map and in the town tour. The live map and the in-game map mark every auction house with a gavel of its own, its town or faction and its cut, under its own filter; the markets now read "Convoy master" and the merchants "basic food, drink, bandages, torches and tools". The town card lists each auction house to be shown the way to, and the newcomers' tour stops at the auction house of a town that has one - elsewhere the convoy master names the nearest.
- new
Sell your sack's goods in your shop. Manage > Stock from your pack now also lists the goods in your sack - ores, timber, hides, meat, fish, steel, leather and the other crafting parts (marked "sack"): set how many and the price of each, take them back, change the price, like any ware, and the ledger counts them by member. A buyer gets them in their sack: a purchase must fit in the room it has left. Contraband never goes on a counter.
- improved
Deliveries approved by the house. "Buy & deliver" now holds your money and waits for one of the house's managers to approve the purchase - it may take a few hours. A manager at the counter has 5 minutes to accept a "Buy now". Approved, the goods go to your house or tavern room as before; declined, unanswered within 24 hours or cancelled by you, you are refunded in full and the goods go back on sale. Your requests are listed in the window; the managers find theirs in the Manage tab and are told when one arrives. For now a request nobody answers within 2 hours is approved by itself.
- improved
Choose how long it is on sale. A listing lasts 4, 8, 12, 24 or 48 hours, as the seller chooses when putting it up (24 hours at first); a manager has 5 minutes to accept a "Buy now", and a delivery waits 24 hours for approval.
- fixed
F2 works from every window. In a window opened from the menu - the workbench, the supply orders, the court, the auction house - F2 did nothing, so the menu seemed gone until you pressed Esc. F2 now brings the menu back from any window (B the pack, F8 the help), and the menu no longer shuts the moment it opens when F2 is pressed twice.
- fixed
The auction window no longer darkens. Every click in the window dimmed it for a moment; only the button you press reacts now. A search field left idle no longer keeps your voice key from working.
- fixed
No more instant sales at a price friends made up. The instant sale's price is now never above 5 times what the piece costs to craft (5 times its merchants' price when no one crafts it) nor above 2,000 gr.; the sales it needs must come from at least 3 different players, and neither your own listings and purchases nor those of an account sharing your machine or address count.
- fixed
No more pieces lost when putting them up for sale. A piece whose condition changed while it was being counted - a herb or a dish going stale, now and then a piece of armour - left your pack and the listing was called off with nothing on sale. It is now put on sale as it should be. The pieces lost that way today wait for their sellers at the auction house where they were put up (Sell tab, Waiting for you here).
- improved
Crafting goods have no condition at the auction house. Herbs and crafting materials are always counted at 100%: their wear changes nothing, so the same chamomile no longer shows as a dozen lines of 61%, 78%, 93%... - one line per item, cheapest first.
- improved
Every gatherer can find the contraband's ingredients. Saltpetre, henbane, the opium poppy, wolfsbane, hemp, ergot, fly agaric, toads and animal fat now turn up for any miner, herbalist, woodcutter, fisher or hunter - half as often as for one who knows a contraband recipe - so the gatherers can supply the brewers, face to face (no market buys them). Finding one warns you that the watch can seize it, and how to throw it away if you would rather not carry it.
- fixed
The instant sale pays what a merchant paid, no more. A group could list a worthless piece (rotten nettles), buy it from each other, then sell it instantly for at least 1 gr. a piece - coin out of nothing. The instant sale now buys nothing under 1 gr. a piece and, beyond the realm's twenty everyday goods, never pays more than a merchant paid for the piece (a part or a rare find: its worth; anything else: three tenths of its price by its condition), and needs 30 sales of the piece in the last 7 days by at least 5 different players.
- fixed
No buying from your own characters. A listing put up by another character of your account (or of an account linked to yours) can no longer be bought, now or for delivery: items do not pass between your own characters through the auction house either. Nor can a manager accept a "Buy now" or approve a delivery that is their own (or of a character or account linked to theirs): another manager answers it.
- fixed
Cheap sales pay their seller. The auction house's cut was never less than 1 gr., so a piece sold for 1 gr. paid its seller nothing. The cut is now rounded to the nearest groschen and always leaves the seller at least 1 gr.: a 1 gr. sale pays no cut.
- fixed
F2 after a window. The menu opened again after the Decorations, a craft or any window opened from it no longer shuts at once (the F2 still held), a held F2 in a window no longer opens and shuts it in turn, and the first F2 after closing such a window is no longer lost; a window left with the cursor and nothing on screen now answers F2 and Esc; the Decorations' tabs answer the first click.
- improved
Workshop keepers who sell nothing. The staff can now keep a place's merchant standing as a figure of the workshop while it sells nothing (the armourers and smiths set up to staff the benches no longer offer the market's odd wares).
- new
A stand with no furniture. In the stand gallery (My stand), "No furniture - only your words" sets up your stand without any stall or table: just your words floating where you stand.
- new
Choose where your auction purchases are delivered. The Buy tab's "Buy & deliver" now has a drop-down of your addresses - your house, your rented room and, new, your faction's house - and the one you pick is kept for your deliveries to come. By default: your house, else your room, else your faction's house. A parcel sent to the faction's house opens there. No address yet? A "Find the nearest tavern" button marks the nearest inn on your compass, to rent a room there.
- fixed
A quarry inside a woodlot works again. A woodcutter who is also a miner was always taken for a woodcutter where a quarry lies inside a woodlot (Grund's quarry by its woodlot). The work now follows the tool in your hands - the axe or the pick - else the place you stand deepest in.
- improved
Every piece's condition written. The auction window now always shows a piece's condition, 100% included, and each item's line gives the conditions of the pieces on sale (87%, or 72-91% when they differ). The condition is kept with the listing, the sale, the delivery and the return.
- improved
Faction gear stays off the auction houses. A faction's uniform and the pieces reserved to a faction (its colours, its arms, its caparisons) can no longer be put up for sale or sold instantly, even by its members.
- improved
Crafts are taken at the town clerk. Like a trade, a craft is now taken up at a town hall's clerk (its new Crafts section, or /takecraft), and only the crafts you have taken can be worked - two at most, three professions in all: two crafts and a trade, or two trades and a craft. The others stay greyed in the workbench, their recipes closed and their experience kept. Giving one up (/quitcraft, the clerk or the work window) frees a profession and keeps its experience for when you take it up again. Already crafting? At your next login your best three professions are taken for you by their levels - a trade left out that way keeps all its experience.
- fixed
Carpentry surplus can be sold to the towns. In the supply orders' "Sell my surplus" tab, the furniture and decorations you made yourself now appear next to the other crafts' pieces, whether you carry them or keep them in your decorations (unplaced). Tick them, send the messengers, and the towns answer with offers like for any other piece; when you deliver, the pieces you carry are handed over first, then those in your decorations.
- fixed
Hold F to butcher, always. When the game showed no Butcher prompt, or refused it because the body had rolled away ("out of reach"), holding F did nothing and only /butcher's slow way was left. Holding F by your carcass now does the same quick cut after a moment, whatever the game says (the key can be changed in the settings).
- fixed
The auction window opens again at a busy house. With hundreds of listings on sale and a full pack, the window stayed blank; it now always opens, keeping the cheapest items and your pack's first entries when everything cannot be shown at once (search to narrow).
- improved
No daily limit on instant sales. The 2,000 gr. a day you could be paid in instant sales is gone: 2,000 gr. stays the most a single piece can be valued at.
- new
The Auctioneer, a court office. A town with an auction house now has up to 3 Auctioneers: appointed by its head or Castellan like the other officers, of any faction or none, paid a wage, they open the town's auction house, answer its buyers and approve its deliveries, and are told of the requests like its managers. The court's officers and the holding faction's members still run it too.
- improved
A 30% cut, 15 to 60. A new auction house takes 30% of each sale; the town (or the faction) may set its cut between 15% and 60%.
- improved
Who sets the cut. An auction house's cut is set by the town's head and its second (the Castellan) alone, or by a faction's master and its second rank; everyone else sees who may change it.
- fixed
No more "no address" at an open house. While an auction house is open, buying at the counter needs no home: the warning about a delivery address only shows for deliveries.
- improved
The cut shared with the crown and the Lord. Of every auction house sale, 5% of the price goes to the crown and 5% to the coffers of the faction of the town's Lord, with no word in the chat (a town with no Lord keeps it); the rest of the cut - at least 5%, everything set above 15% - goes into the town's treasury or the faction's coffers, and whoever sets the cut sees how it is shared. A faction's auction house never carries the town merchants' stock: it sells only what its people bring.
- fixed
The great weapons take hides again. The smith's weapons of levels 8 to 10 take the hunter's hides again beside the tailor's leather, as every smithing piece from level 4 does.
- improved
The brewer's goods from the gatherers. With the markets no longer dealing in goods, herbalists now find barley malt, grapes and plums in the meadows, and woodcutters wild honey in old trees - sold to the brewers at the auction house or hand to hand.
- improved
The starting coin freed by play. The coin a new character starts with can be handed over once it has played 10 hours - or now as soon as it has earned or spent 500 groschen in the realm (work, crafts, upkeep, purchases), whichever comes first.
- new
Hare pelts tanned. The tailor now tans three hare pelts into one leather at the tailor's table (level 1), so a hare is worth hunting for more than its meat.
- improved
Game for a new cook. Venison and boar meat can now be cooked from the start: roast venison and roast boar at cooking level 1, roe deer meat, dried deer ribs and smoked boar at level 2.
- improved
The realm's stock dearer. The goods the realm puts up at the towns' auction houses now cost twice as much (coal 14, iron ore 10, hides 56...): they are there when the gatherers' own listings run short, never cheaper than them.
- improved
Messengers every 10 minutes. Offering your surplus to the towns (the supply orders' third tab) can now be done every 10 minutes instead of once an hour.
- improved
Game that comes back. A hunting ground no longer empties while hunters stand in it: a beast comes back every 2 minutes, at least 50 m from anyone, and a crowded ground holds more of them - one more for each hunter past two, 15 at most.
- improved
Bread for the newcomers. A new character starts with three loaves of bread and a dried venison, and an innkeeper with no owner now gets three of each dish back every hour instead of one.
- fixed
A Lord's town court opens again. The court window of a large town or lordship no longer stays shut: when there is too much to show at once, the oldest entries of the lists are left out instead.
- fixed
The crafting window shows each recipe once. The first time you opened a large craft, most of its recipes appeared twice in their headings; in some languages the window did not open at all. The Master's finish button works again too.