this patch https://sourceforge.net/tracker/index.php?func=detail&aid=1257092&group_id=13833&atid=313833 implements shop specialisation. Shop maps now can specify things that they specialise in, and if the player has an item that is in one of those categories, then they get a better price than if they are not. General stores with no specialisation offer a price somewhere in between, and shops that specialise in many categories offer worse prices than those that are tightly focused. players no longer see the exact sale price when they click on an item, instead they see an approximation based upon the level of the bargaining skill. Without the bargaining skill they get a textual estimate (some gold, lots of plat, a few silver, etc.) Shops can also specify a 'greed' value, in the shop string, this allows shops like the blackmarket or scorn's house of healing to offer bad prices without setting the value to arbitrary amounts that interfere with stacking and are exploitable to level bargaining. There are several issues with this as it stands. 1) should shops be able to give lower prices for objects than others would sell for? I am inclined to say yes, but not for generated equipment. That needs to have some way to distingush things that a shop has brought, and things that it had generated. (probably a new flag somewhere) 2) Is the ratio of prices for specialised shops reasonable? I am unsure about this one myself. 3) does the format of the shop string need to change or be extended? What I would like to see is that a lazy high level player might get far less than they otherwise would for valuable equipment, and a player who knows what they are doing could then rebuy the stuff that is dropped, (for more than it was sold for trivially) and sell it for more in a specialised shop. Possibly the rest of this belongs on the maps list, but without the above context it won't make much sense. Since the string that defines the shop is in the map header, it follows that there should only be one shop on each map. I have checked the maps-bigworld distribution and found the following. grep -r "shop_mat" * | uniq -c | sort -n | cut -d ':' -f 1 ... 3 unlinked/kandora/elcyon/gnome_hut - one shop 4 brest/brest.cvt - one shop 4 brest/brest.scrolls.right - one shop 4 darcap/darcap/circus/shooting - two shops selling the same things 4 mlab/citydeclouds/citydeclouds2H - one shop 4 santo_dominion/shops/rings - one shop 4 unlinked/Greyshield/Fortress - two shops should be able to tile along x=20 6 mlab/citydeclouds/citydeclouds2A - two shops tile onto other maps ( a nightmare to deal with) 6 mlab/citydeclouds/citydeclouds2F - one shop 6 scorn/shops/scorn.sale1 - one shop 8 mlab/citydeclouds/citydeclouds2B - tiles from cdc2A - similar issues 8 navar_city/misc/market1 - 4 shops, will tile cleanly (and fix a shop listing map bug at the same time) 8 santo_dominion/lord_byron/main - 4 shops might break in interesting ways 8 unlinked/vol_vill_shops - 4 shops, will tile nicely 8 wolfsburg/dept_store - 4 shops will tile nicely 9 mlab/citydeclouds/cdcbigstore/cdcbigstore2f - one shop 10 mlab/citydeclouds/citydeclouds2E - a maze of shops, I don't want to even attempt to touch this one. so then, the only maps that may cause problems to split up are unlinked/Greyshield/Fortress mlab/citydeclouds/citydeclouds2A mlab/citydeclouds/citydeclouds2B santo_dominion/lord_byron/main mlab/citydeclouds/citydeclouds2E the 'shop' string is optional, without it shops just won't give such good prices, I am therefore inclined to ignore the fortress and SD maps. mikee if you are reading this, your comments on this wrt your mlab maps would be appriciated.