Wandering Merchant Update
The Wandering Merchant trades now cost Merits to perform and no longer pay out XP. This allows the primary exchange of resources in the trade to remain the same, while not creating inflation in the economy that would require prices to be raised elsewhere.
In addition to this shift of the Merits, the trades for protected resources now pay out more than ever before, while the trades for advanced materials now pay out at the same ratio as they did in the past.
We have increased the duration of the protected resource trades and left the advanced material trades the same duration. The advanced material trades are now also larger to make them more efficient; as an example, you can now trade 1,756 common bronze for 44 uncommon in 1 hour vs the old 1,000 for 25 in the same time period. The same exchange rate but in a larger quantity.
As promised, we have also added trades for the new T4 materials that were added in last week’s release.
Bugs Fixed
The Fortunes Light spell no longer applies to PvP combat, because this causes the loot gained by the attacker to be greater than the resources lost by the defender. The Fortunes Light spell now no longer applies to PvP battles. No other changes were made to the spell or any other spells in the Temple.
The ranged units in level 25 Citadels now have the correct range values; they were unintentionally benefitting from a boost intended only for Tier 4 camps.
Using the “Help All” option on Alliance Help now correctly awards one point per task (instead of just one point).
Fixed an issue where the “auto-garrison” option would sometimes use bronze archers instead of silver or gold archers
The “Go” button for the “Kill em All” objectives now correctly locates targets.
Some of the events available to level 31+ players were incorrectly paying out more resources than intended. We have corrected this calculation going forward. In a “bank error in your favor” move we are taking no action to adjust balances for any player that collected these rewards