Traders, contracts and trust; the Sanctuary rebuilt
- Three new traders in the courtyard, each with a stall dressed for the trade and their own stock:
- The Armourer (north wall, west of the gate): blades, armour and shields. A forge, an anvil and a weapon rack.
- The Powder-Wright (north wall, east): bows and long guns. Powder kegs, muskets on the counter, a NO FLAME board.
- The Apothecary (south wall, by the graveyard): rings, amulets, charms and remedies. A bubbling cauldron and shelves of glowing jars.
- The Bone Merchant keeps a bit of everything, and pays best for materials and fish.
- Traders pay a little more for the goods they deal in.
- Contracts. Every trader posts four, all different, drawn at random. They're rerolled after every expedition, except any you could hand in there and then.
- Fetch: bring N of a material, e.g. Bring 10 Old Bone for 1,000 gold. Handed in at the stall; backpack and stash both count.
- Deliver: bring an item of a kind at a rarity or better (a Rare or better shield). The cheapest one that will do is handed over, never anything you're wearing.
- Slay / marksman / chests / delve: destroy N skeleton knights, kill N foes with a bow or musket, open N chests, reach Depth III. These count within one expedition and only if you get out alive. They're settled as you come home and wait at the stall as rewards to collect.
- Progress shows as you play ("Old Bone 7 / 10 (Bone Merchant)", "Contract met: get out alive to be paid"). The run results list what was met.
- Trust. Each contract pays gold plus trust with that trader. There are six levels: Stranger, Known, Trusted, Valued, Friend, Sworn.
- Prices: up to 20% off what they sell, and up to 60% (rather than 45%) of value for what you sell them.
- Stock: a bigger stall (8 to 10 wares) and much rarer goods (average rarity Common+ at Stranger, about Rare at Sworn). A Sworn trader now and then keeps a Mythic back for you.
- A new level restocks the stall at once.
- Materials drop from the dead and stack 30 to a slot:
- Old Bone from skeletons (about one kill in three) and Grave-Iron Scrap from knights.
- Grave Dust from ghouls and Ghostlight from wraiths.
- Spider Silk and Venom Fangs from spiders.
- Ember Ash from pyre skeletons and Hex Shards from hexbones.
- Materials are scooped up as you walk over them, like gold, and fold into existing stacks in your pack and stash. A stack dragged onto a stack tops it up.
- Each material has its own icon and ground model. The tooltip says which trader wants it, and "Sell all Commons" never sells materials.
- The trader panel replaces the old shop:
- Wares and Contracts tabs, a trust bar with what the current level gives you, and rewards waiting to collect.
- A gold ! floats over a stall when a reward waits there or a contract can be handed in.
- The contract board by the fire lists every trader's jobs at once. Its sixteen notes go grey as contracts are done.
- The Sanctuary rebuilt:
- Three round corner towers roofed in slate, with lit windows.
- Buttresses, a stone plinth and a string course along every wall.
- Strings of lanterns sagging across the courtyard, and iron sconces on the walls.
- A well and a hand cart, with barrels, crates and sacks.
- Worn flagstone paths from the fire to each stall, and slow motes of ash drifting in the firelight.
- Everything repeated is a single MultiMesh, and the new lights are capped and shadowless.
- The Key Cutter moved a little south to make room.
VAEL is a co-op dark fantasy extraction dungeon crawler for PC, in active development. Get playtest news by email, or read the wiki.