# Hirelings 1.0.0 — Changelog
## New: School
- New **School** area, with a **School Desk**, **School Chair** and a two-block **Trainer's Desk**.
- A bundled **School blueprint** (9 x 15) is ready at the Blueprint Table from the start.
- A Master can buy a **Trainer Certificate** (1,000 credits) and become a Trainer. Trainers work only in a School and teach **every job**.
- Courses are paid from the student's own money:
- **Novice → Apprentice:** 45 credits
- **Apprentice → Journeyman:** 110 credits
- Master is never taught.
- A course takes 75% of the time working would, and 3% less for each point of INT.
- Up to **15 students** per Trainer. The Trainer keeps 25% of each fee and the company keeps the rest.
- Students sit at their desks during class. Guards and Hunters practise at a Training Dummy or Target instead.
- New **School** page on the Crew Board.
## New: The Marketplace
- **10 market stall blocks** to place in a Marketplace area.
- No one is assigned to a Marketplace any more. Hirelings with nothing to do take a free stall:
- unassigned hirelings all day
- everyone else in the evening
- workers who are idle at their job
- **Merchants** always keep the biggest stall and sell the crew's surplus from it.
- Stallholders stand at the counter, facing out. Right-click the hireling **or any part of their stall** to buy.
- Stalls sell:
- the hireling's own goods, from every job they've worked
- 3 lots from the crew's storage
- for your own company: 3 lots of random Minecraft items instead of your storage
- **Crew supplies:** set a daily budget and the crew buys what it runs short of, from other companies' stalls first, then the town store at +25%.
- New **Market** tab on the Crew Board: every hireling's goods, today's takings and the supply budget.
- Hireling trades between companies are now priced in **credits**, up to 100,000.
## New: Hostile Companies (Feuds)
- Declare a feud on another company with a grudge: pick from 8, or write your own. It starts the next morning.
- Feuds only run while an owner of **both** companies is online.
- Hirelings beaten in a feud are **knocked out**, not killed. They're carried home and off work for a day.
- **Town Guards and Guard Dogs** fight the other side in their areas. A guard gets +2 morale for driving someone off.
- **Thieves raid rivals.** They go after Storage Chests, Bank ATMs and stall takings, on foot or as a trip.
- Caught thieves are held in the rival's **Jail** until peace is made, or until their company pays a **50-credit fine** (Pay Fine on the Board). Freed thieves get 2 minutes of safe passage home.
- No trading or poaching between companies at odds. A rival's stall won't open.
- **Peace:**
- a peace offer, optionally with a tribute in credits
- a feud also dies down by itself after 3 quiet days
- both crews get +3 morale, and the side ahead on the tally gets +5 more
- 3-day cooldown before either can declare again
- The feud tally is shown on the other company's page.
## New: Achievements, with rewards
- **189 achievements** in one tree with four trunks:
- **Jobs:** First, Skilled, Expert and Master for every job
- **Crafting**
- **Working Together**
- **Company Capstones**
- New **Achievements screen**, opened from the Crew Board's new **Awards** tab:
- tabs for each trunk
- rounded gold and stone tiles, with padlocks on locked ones
- tooltips
- a progress bar
- Every achievement pays **credits** into the company bank:
- 100 for the first in a line, doubling with each step after
- goals and challenges pay twice everything before them in their line
- **Every Trade Mastered** pays 178,200 credits
- Each achievement pays once per company and once per player. Achievements earned before this update pay out at your next login.
## Companies
- A company can now have **any number of co-owners**.
- The founder can **split from one co-owner** of their choice.
- Co-owners see each other's marked areas.
## Crew Board
- The **Log** keeps up to 500 entries. A new **Copy** button copies the whole log to the clipboard.
- The log now also records:
- thieves setting off and coming home
- feud morale and cooldowns
- market sales and purchases
- each morning's takings
## Fixes and changes
- Thieves going home on a long trip walk out of sight before they vanish, instead of disappearing on the spot.
- A thief stopped at the Bank ATM by a guard is no longer called a "false accusation" when searched.
- Merchants sell all surplus, from storage too.
- The random items on your own stalls only include items with a real price.
- Price fixes: Beehive, Bookshelf, Shield, Ender Chest and Bricks. New prices for Raw Iron, Raw Gold, saplings, Azalea, Bottle o' Enchanting and both Fertilizers.
- Log lines saved before an update now still read correctly.