The Stockpile 1.3.0 - The Community Update (Patreon)
Content
This update is built from your reports. Every bug the community filed since launch is fixed, and a long list of the most requested features made it in. Thank you for every report, request and kind word. Keep them coming!
Bug fixes
Pathfinder 2e sales now pay in real coins. Selling an item used to dump the entire payout on your sheet as copper (a 1 gp sale became 100 cp). The merchant now counts out proper gold, silver and copper, exactly like the preview shows.
Pathfinder 2e runes now count in the final payout. Quick-selling a runed weapon or armor previewed the right value but paid only the base item. The rune value (and precious materials) now carries through to the gold you receive.
Dropping a whole compendium into a shop now works. Drag any Item compendium from the sidebar straight onto the shop and every ware inside is stocked. No more importing the compendium into your world first. Big drops still ask for confirmation before filling your shelf, and non-item entries (spells, feats and the like) are skipped automatically.
The Manage Wares window no longer breaks in smaller windows. Columns used to get clipped and drift out of line with their headers when the window was resized down or a scrollbar appeared. The table now tightens gracefully, keeps every column under its header, and scrolls instead of clipping when there is truly no room.
Approval toggles now update the whole row instantly. Turning "GM must approve every purchase" (or the group vote) off used to leave the row lit and the hints stale, which read as the setting refusing to switch off. The pane now reflects the real state the moment you click.
New features
Your shop, your aisles
Custom categories. The most requested feature is here. A new Categories tab in Shop Settings lets you rename any aisle, give it its own icon, reorder the rail, remove aisles you never use and add your own: Poisons, Shields, Trophies, whatever your shop sells. Removing a category never loses wares; they wait under an "Uncategorized" tab until you re-sort them.
Walk up and shop
Link a shop to its merchant. Drag the merchant's Actor into Shop Settings and players who double-click that token on the map walk straight into the shop. No hunting for sidebar buttons in a crowded market; you keep the normal NPC sheet for yourself.
Run your shop your way
Open and close the shop from the shop itself. A door sits in the GM footer now: one click flips the business open or closed without a trip back to the Shop Manager.
Keep a shop open without a sidebar button. Each open shop has a little eye in the Shop Manager. Hide the scene-control shortcut and the shop stays fully open for token clicks, macros and Present, while your left bar stays clean. Perfect for big market scenes.
Choose where sold goods land. When players sell to the merchant, you decide whether their goods wait in the Secret Stash for your approval (as before) or go straight onto the shelf for resale. One switch under Quick Sell.
Hide sold-out wares from players. A new display policy under Appearance removes empty shelves from the player view. Wares open to pre-orders or special requests stay visible, and you always see everything.
A shelf that reads the way you want
Opening view, sort and page size per shop. Set how the shop greets a visitor: cards or list, your arranged order or alphabetical or by price or rarity, and 24/48/96 wares per page. Each player's own last choice for that shop is still remembered on top of it.
Compact density. A second catalog density fits far more wares on screen with smaller art and no teaser text. Cozy remains the default.
Find it fast. The shop toolbar gained a rarity filter and a highest-price filter that combine with the category tabs, search and sorting. "Show me rare things under 500 gold" is now two clicks.
A quieter catalog. The "Click for details" line no longer repeats on every single card; it appears when you hover, so the shelf reads calm and the hint is still there when you need it.
Haggling, sharper
A DC per skill. Each allowed haggling skill can now carry its own DC, so sweet-talking and intimidating are not the same conversation. And you can add any skill by name, including Pathfinder 2e Lores: a merchant who respects Mercantile Lore is one line away.
See and manage every bargain. The Haggling tab now shows today's live discounts and penalties player by player, with how many tries each has spent, and lets you reset one player's deal without resetting the whole table.
A ledger that tells the whole story. Haggle entries now record the skill used, the roll against the DC, and the exact price swing earned, so "what did they roll again?" has an answer.
Smoother rolls. Haggling, theft and discovery rolls no longer pop a dialog on the GM's screen mid-flow in Pathfinder 2e, the result lands in chat as the player's own roll, as it should.
Previews that match your table. The sample thief and sample haggler in the Settings previews now start from your actual party's best modifiers instead of a fixed number. The stepper still lets you explore.
Power tools for big catalogs
Exact bulk editing. The Catalog Manager's selection bar gained Stock (set the exact shelf count, or unlimited, for everything selected) and Pool (exact chance, fewest, most, persistent and unique in one go); no more preset-only bulk edits.
Defaults for new wares. Save a profile once (in the pool at 50%, most 3, starting stock, whatever you like) and every item you drop or import into any shop arrives already configured.
Drop things anywhere. The Catalog Manager now accepts dropped items, folders and whole compendiums, just like the shop window.
Duplicate an item or service. One button in the item editor copies an entry so you can author a variant (a Greater Healing Potion, a longer blessing) without rebuilding every field.
Made for every table
Name your coin. Each shop can call its currency anything: monster heads, favors, ration tokens. Display only, so the math never changes.
Real money for generic systems. Playing a system without first-class support? Two new module settings map any actor-sheet field (say, system.credits.value) as the real wallet, and name the currency. Shops then check, charge and refund it for real: no more infinite money. Tormenta20, WFRP and friends get a working economy today, while first-class adapters remain the long-term goal.
Shops that travel. Export any shop as a file and import it into another world, wares, look and settings intact. Histories, standings and open trades stay behind, because they belong to the world that made them.
A journal that explains itself. Players who open the shop's storage Journal by accident are now taken straight to the shop window, and the document carries a note explaining what it is.
From the counter
That's the whole of it. I want to say something before you go, though.
This update was shaped, start to finish, by the people who actually play with The Stockpile: your bug reports, your feature requests, your ideas in the Discord, even the passing comments in general chat. Building this way, with the community leaning over the counter and pointing at things, is honestly my favorite part of all this.
I really hope these changes make your time at the shop, on both sides of the screen, even better than before. And I can't wait to hear what you think: what feels great, what still bugs you, what you dream of next.
Thank you for being here. See you at the shop!