Going Medieval How to Trade and Steal (patch 062)

Going Medieval: How to Trade and Steal (patch 0.6.2)

Contents

Player settlements can trade with friendly caravans in Going Medieval. By using negotiations or brutal tactics, players can make a huge profit.

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Going Medieval How to Trade and Steal (patch 062)

Going Medieval has received a new major update that includes trading, theft, and regional influence. Merchant caravans can bring goods inaccessible to players. This includes production structures that haven’t been researched yet in Going Medieval, rare out-of-season supplies, and exotic weapons like the falchion. Players can also unload all of their excess materials for huge profits or regional influence.

The realm has expanded with new factions and changes to existing ones. One might find themselves aligned with former adversaries like the Church of the Third Coming in order to supply arms and artifacts. But too many false moves and friends may turn into bitter rivals.

As with other updates, players may need to opt-in for all the new features to avoid issues with older save games. This will depend on which platform Going Medieval was purchased on. For Steam, there will be “experimental” versions on the drop-down launcher. Epic Games Store will have a completely separate installation available. GOG requires using GOG Galaxy and configuring the settings within; those who aren’t using Galaxy will need to wait until the game is automatically patched.

Building for Trading in Going Medieval

Going Medieval How to Trade and Steal (patch 062)

Players can initiate trade by building a Cartography Table. This requires first gaining the Architecture research, followed by allocating 30 additional chronicles towards Cartography. The table itself is counted as furniture, so it will suffer no durability loss for being without a roof. However, it can be damaged in raids and by lightning storms.

Trade Lobby

While trade caravans wish to peddle their wares, they aren’t concerned with a neat delivery. Concluding trades will cause the merchant to just dump items right at their feet, slowly decaying on the ground. This makes it important to build a large foyer at the front of their settlement. This includes ample flooring, a roof, and possibly correct temperature levels when buying food. Merchant NPCs will tend to consider the main hall to be whatever room has both a door and is close to either a campfire or hearth. The more complex it is to enter a stronghold, the longer it will take them to arrive in the correct room.

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Going Medieval How to Trade and Steal (patch 062)

Storage and Jobs

Only items currently in stockpiles are considered available for outgoing trade. This also extends to storage containers in Going Medieval like bookshelves, weapon racks, and chests. This means that there should always be plenty of settlers working on just the haul task, especially if collecting gear from fallen enemies or animal carcasses.

Trading furniture is a multi-step process. First, the item needs to be constructed by a builder, then packed up, and finally moved to a stockpile with structures enabled. Packing is currently not a forcible job, so players will need to wait for settlers’ AI to do so on their own.

Regional Factions in Going Medieval

Going Medieval How to Trade and Steal (patch 062)

Each map of Going Medieval will spawn a few factions within the area. Players can get on their good side by producing items they favor, harming their enemies, or refraining from actions they dislike. There are eight possible factions, but those following a similar philosophy will likely not be in the same region – i.e. there won’t be two Restitution factions at once.

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Going Medieval How to Trade and Steal (patch 062)

Trade Caravans

After the Cartography Table is made, merchants from friendly and neutral settlements will randomly arrive. They will be escorted by a few armed guards, but will not attack or be hampered by traps. Neutral parties can walk through locked doors just like settlers. Neutral merchants will not deal in weapons and armor, but will change their minds if the faction becomes friendly during the excursion. Players will want to use a Going Medieval settler with speechcraft to gain better deals.

There is no underlying currency or fixed value, each item’s worth is determined by the faction’s supply and demand. Perceived value will be exponentially higher when buying from a merchant, even if players have a huge supply already or attempt a refund. The durability and quality of items will also influence each item’s value. At a minimum, merchants will only accept trades at a 5% loss per transaction. However, with high enough speechcraft they will tolerate up to a 20% loss. Conversely, any outstanding profit will increase alignment with the associated faction.

Merchant Theft in Going Medieval

If a merchant happens to die, they will drop all of their carried items. This allows some opportunity to make huge profits by attacking caravans. Merchants do not need to eat or sleep, so one cannot just simply trap them by removing doors or adding walls. Instead, Going Medieval players will need to assault the caravan.

Alignment is lost per individual hit, not total damage dealt. Expert two-handed swordsmen and heavy crossbowmen can make a kill with less risk than untrained brawlers. Guards do not fight back unless the faction itself drops to hostile. Players can exploit this by buttering up a merchant with free gifts until friendly, and then executing them while falling back to neutral. If things do become hostile, the guards will start an incursion nearly identical to a raid. They will prioritize destroying production facilities and knocking settlers unconscious, but will leave once satisfied.

Regardless if players choose to make allies or enemies of other factions, merchants are a great means to gaining more goods. While Going Medieval is still in Early Access, Foxy Voxel plans on regional interaction to play a big part in the full release. Players that want to continue their current settlement should be ready for future changes.

Link Source : https://screenrant.com/going-medieval-trade-steal-guide/

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