With the release of v1.2 growing ever nearer, it’s time to talk brass-tacks about how some of the new systems will work – and how they’ll affect you during the transition.
Firstly, in v1.2 public land will cost just a single Linden Dollar per square meter with no reimbursement upon release – and object building costs are gone altogether. This is all well and good going forward, but what about all of the money you’ve pumped into land and objects up until this point? We’re giving it back to you.
When 1.2 arrives, you’ll see a bulge in your Second Life wallet corresponding to the value of the land and objects you hold in Second Life. You will receive the full L$3 per square meter and L$10 per object, and landowners in Tan and Aqua will receive reimbursement at the higher rate they initially paid. Reimbursement for land and objects owned by groups will be divided equally between all group members.
The arrival of v1.2 means that you’ll need to start thinking about the number of objects you hold on your land, and we’re giving you both the tools to understand your situation and enough time to make an informed decision about what might go or stay.
The “About Land” tool in v1.2 will tell you how many objects are currently on your land and how many objects that land is budgeted to support. You’ll have until January 12 – the end of the grace period—to review these amounts. Excess objects won’t be automatically removed during the grace period, giving you a chance to personally adjust your holding or add more land in the same sim to increase your budget. If you’re already over your object budget during the grace period, you won’t be allowed to build additional objects.
Starting January 12, if you are over your object allocation the system will automatically return objects to their owner's inventory until the proper allocation is reached. The most recently created objects will be removed first, starting with those belonging to visitors, followed by objects owned by groups, and finally moving on to objects created by the landowner.
For more information about object allocation calculations, read the v1.2 FAQ.