Hey Dev,
I found something I think is a bug.
If you increase your quest cap with Zlata, it works as I think was intended; you keep your reputation.
But if you increase it with Eilana, it goes to zero, which basically makes everybody forget your progress.
So, I dug a little and found out you placed three "equals" too many.
View attachment 3852541
I recommend removing them for everybody; it makes the game less grindy.
I will look at this, but the intent is that it costs Plaza rep to increase quests cap. Once you have unlocked all four NPCs that can give quests you can take 2 quests per NPC (once other conditions are met). This means you can take 8 quests at the start, meaning three rounds of quests is enough to increase the quest cap for one of them. I can maybe look at the amount of rep gained per quest, but I`m not sure I want to remove the cost, it`s meant to make the player decide whether they want to spend the rep or continue receiving the increased reward for having higher rep. Looking through the dialogue related to quests I need to better communicate to the player that the higher rep gives better rewards for quests, and perhaps increase this multiplier to make it a more impactful decision.
While writing this reply I think I have decided I will increase the rep gained per quests (maybe with an option to buy a multiplier from Grace with a sensible cap).
As well as increase the cap for maximum Plaza rep (which will increase the multiplier attainable). Perhaps something linked to increase the cap for each story event complete for the Plaza NPCs (this will require adding in temporary events for those that don`t have theirs written so this cap increase would be attainable).
I will add these features and play test them if I feel reaching the rep levels is still too grindy then I will reduce the cost per quest cap increase to multiples of 15 instead of 20.
I understand this is probably not the answer you wanted; however, the quests were added as a second way to gain crystals as such it was not really meant to be heavily relied on. There are plans that with the combat overhaul, planned for 0.2.x-0.3.0, that the higher the delve level an enemy is killed the higher the quest reward added, so while it currently feels like a lot of work for a small amount of extra crystals, a large part of that is a lot of the games systems are not fully fleshed out in the way that they will eventually be. An example of this would be the recently added difficulty sliders, due to the lack lustre way combat currently is the only real impact of this slider is to increase or reduce crystals and exp gained, the plan is that with the combat overhaul it will have more of a noticeable effect on the combat.