Being one of my favorite games; I wanted to give this game more play-ability. I felt that hitting 90-95% of the game's content was too quick. With this mod I aimed to increase the lifespan of the game by slowing down the rate at which money is acquired. =============================== PRICE BALANCING: =============================== -Profits from farming are significantly reduced. -Crops with higher profit margins have higher seed prices =============================== PRICE INFLUENCERS: =============================== -Selling prices increase as a player levels their respective skill (EX: Farming level slightly increases crop profits or minerals / metals increase as mining level increases). -Items are worth more when they are out of season (EX: Strawberries are a spring crop; they sell for normal price during spring, but more in summer/winter and most in the Fall). -Relationship with shop owners give player price benefits (Currently: Pierre discounts his seeds, Willy increases the value of fish, and Clint increases the value of gems/minerals/metals). -Cooked meal values are increased by 25% (More incentive to cook, less incentive to buy. Passively increases the value of stamina and gifting). -Almost all items have random variable price influence (Prices will fluctuate every single day from a random 0-15% [positive and negative] depending on what kind of item it is). Seasonal influence will take into account artisan goods and what they were made from. Strawberry jelly will have the same seasonal influence as strawberries; same goes for blueberries, etc. =============================== STAMINA BALANCING: =============================== -Axe and pickaxe have less stamina benefit from upgrading (Upgrading still reduces stamina used, but not as much as before). -Scythe uses 2 stamina per swing. Stamina use is slightly harder to test as it has quite a few variables that affect it over time. Because I am limited on ability to test, I've only currently made minor changes and will continue to tweak as needed. =============================== TAXES/BILLS: =============================== -At the end of each month (Morning of the 28th), a simple menu will pop up to notify the player of all monthly expenses to be incurred. The player will then have the costs deducted from their bank. If a player has less money than the costs, they will go into debt which will be displayed as a 0. The bill will give the player their debt amount, however the game doesn't account for negative money so its display will remain 0 until the debt is covered. -Taxes: Taxes are computed based on the player's house size, how many buildings are on the farm, how much capital the player has placed [on the farm and inside buildings] (bee houses, preserve jars, etc), and tax breaks based on if the player is married and how many kids the player has. -Water: Water bills are calculated by the players current house size, how many buildings are on the farm, and how many sprinklers are placed on the farm. -Electricity: Calculated based on the players current house size, how many buildings are on the farm, and how many light objects are placed on the farm and inside buildings. =============================== FUTURE ADDITIONS: =============================== -Currently my top priority is to monitor the release status and make sure you guys are having a good time. -I would like to add dialogue that has a more dynamic trigger. For example, NPCs have special dialogue that is triggered on certain events (Like you became friends with one of their friends or that you have a new love interest, etc). -More mail based on special triggers like dialogue. -More paths for NPCs. My goal here is to make their schedules less predictable, giving them more realism/life. -Your suggestions and ideas. =============================== I highly recommend starting a new game with this mod. While it will work with a current save, the flow of the game is so different that it would be best experienced from start. This mod should play nicely with other mods, but I did not test with any of them. If you have any mod conflicting issues, please do let me know so I can make it as universally compatible as possible. I will be checking this post and any pms here on this forum on every 30 minute interval until late tonight. If there are any unexpected issues with the mod I will be here for today to handle them as quickly as possible. I appreciate all feedback and ideas for the future. I hope that you enjoy this mod as much as I did making it. I plan to continually update and add what I currently have here. As a super broke and busy college student, my time is limited; however, I'm dedicated to spending as much free time as possible to progress this mod alongside your feedback. Thank you! UPDATE v1.0 - [OCT 24]: -Hot-fixed a bug where artisan goods (jelly, juice, wine, pickles, honey) were not recognized and being set to a value of 0 if the prefix of the good was more than a single word (EX: Summer Spangle Honey) The mod will update and fix any items that were affected by this bug to reflect their intended price. UPDATE v1.1 - [OCT 28]: -I have added a simple config to allow users to disable any of the three major features. (All future features will also be added to the config) UPDATE v1.2 - [NOV 4]: -Hot-fixed a bug where prefixed artisan goods (jelly, juice, wine, pickles, honey), purchased from the traveling trader, caused crashing. -Random Influence fluctuations have been rebalanced (Same disadvantage, less advantage). INSTALL: -Extract folder from zip download into SMAPI v.40 'Mods' folder. -If you already have an older mod version installed, overwrite the old folder with the new folder. IN THE CONFIG: Use true or false (case sensitive) to indicate on/off. Download v1.2: On Nexus Mods What I am currently working on: -Creating more influencers to make prices even more dynamic (Diminishing returns, disaster effects, other economic variables) -Content additions: Currently I am working on some dynamic dialogue. I've also been working on another feature, but it requires artwork help since I am no artist!