Lance of extra attacks

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  • AnonymousHero
    Veteran
    • Jun 2007
    • 1393

    #31
    Originally posted by kandrc
    People ask for this one frequently. Given the importance of inventory management and that the home is essentially an intermittently accessible extended inventory, it would have huge implications on the game.
    That's nonsense. About the only effect it has is that you can just drop stuff off and then forget about it, i.e. speeding up the game. Yes, I do literally mean forget -- if you picked up a so-so item that might come in handy in the future you can just stash it without having to agonize over tiny trade-offs that are actually unlikely to affect you. (A good example would be randarts with pStun. It's a really rare flag, and quite valuable, but if it's on a crappy randart... what do you do? Do you keep the crappy randart at home just in case you find a complementary set of great equipment?)

    No, just ditch the limit, and let people get on with the process of actually playing rather than agonizing over (ultimately) pointless choices.

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    • Derakon
      Prophet
      • Dec 2009
      • 9022

      #32
      I'm pretty sure if you open up lib/gamedata/constants.txt, and change the line "store:inven-max:24", you can add/remove slots from all stores, including your home.

      Comment

      • AnonymousHero
        Veteran
        • Jun 2007
        • 1393

        #33
        Originally posted by Derakon
        I'm pretty sure if you open up lib/gamedata/constants.txt, and change the line "store:inven-max:24", you can add/remove slots from all stores, including your home.
        Theoretically that should work, but last time I tried (a couple of years ago) it's pretty buggy, unfortunately. IIRC, the problems are basically caused by the revamped non-paginating store UI not being tested for larger values.
        Last edited by AnonymousHero; November 4, 2017, 02:15.

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        • Pete Mack
          Prophet
          • Apr 2007
          • 6883

          #34
          You'd need to make a longer list of symbols for the identifier list (a-zA-Z1-0, less the union of store control characters for both keymaps is a place to start.) If that's not enough, you'll need to do it without identifiers, as is done now for knowledge menus.

          Comment

          • AnonymousHero
            Veteran
            • Jun 2007
            • 1393

            #35
            Originally posted by Pete Mack
            You'd need to make a longer list of symbols for the identifier list (a-zA-Z1-0, less the union of store control characters for both keymaps is a place to start.) If that's not enough, you'll need to do it without identifiers, as is done now for knowledge menus.
            I'm not sure if you're responding to me, but, in response to that: ... or you could just have multiple pages, like there used to be. (I appreciate that the current store/home UI is probably a little more streamlined for the 'default' case.)

            Comment

            • Pete Mack
              Prophet
              • Apr 2007
              • 6883

              #36
              AH--
              Internally, the old store interface was a rats' nest. The new interface uses the same menu UI as the rest of the game. It'd be pretty easy to make a new menu skin (or option) that uses paged choices, but I don't see that happening just to let people play with the limits file.

              Comment

              • CivBesch
                Apprentice
                • Oct 2017
                • 93

                #37
                What if extra space would only be available for those using the 'sell' option, as that can make a huge difference for being able to stock things in inventory

                Comment

                • Pete Mack
                  Prophet
                  • Apr 2007
                  • 6883

                  #38
                  That's a huge advantage in gameplay as well. You're not nothing limited to carrying useless stuff in those extra slots.... It's worth noting that even undi the current rules, you can expect more money with selling enabled--at a cost of inconvenience. Slot choice is an important part of the game.

                  Comment

                  • Derakon
                    Prophet
                    • Dec 2009
                    • 9022

                    #39
                    If I had the choice between no-selling with current inventory constraints, or selling with expanded inventory, then I would probably take selling, despite the fact that I hate having to load my character down with useless crap just to hock it to a vendor for money. Inventory space is hugely valuable.

                    In fact, if there were a game mode that disabled selling but didn't give extra cash from drops (the way the current no-selling mode does), but did give the extra inventory space, I would probably preferentially play that mode, up until I realized just how much having extra inventory space warps the game. Even just a single extra slot gives a lot of flexibility to the player.

                    Comment

                    • Estie
                      Veteran
                      • Apr 2008
                      • 2347

                      #40
                      Inventory space is what the game is all about, changeing the size even by 1 is huge.

                      Home inventory, however, has very little impact on game difficulty and decision making. I would definitely want more, if only to be able to store randarts that are unlikely to be used, but would lead to an interesting endgame setup if used.

                      A small home inventory has the effect of reducing kit variance, not as much as, but similar to, ironman.

                      Comment

                      • CivBesch
                        Apprentice
                        • Oct 2017
                        • 93

                        #41
                        What if you would have a 2nd inventory with a restriction.

                        The moment you put an item in it, it gets some kind of a flag, that it can only be sold and not used anymore. The consequence would be that you would either have to sell it in one of the shops or you would have to sell it in one of the shops.

                        In that manner, not only you would have to think twice before putting anything in there, but also you would keep your 'battle' inventory strictly for 'battle' use.

                        The 2nd inventory would only be available if the option 'selling' is on 'yes'.

                        Comment

                        • Pete Mack
                          Prophet
                          • Apr 2007
                          • 6883

                          #42
                          Is money really that much of an issue? Early in the game, sure. But early in the game, you usually have plenty of inventory slots. Late in the game, you don't need much money anyway--and you can mostly rely on extra books.

                          Comment

                          • Derakon
                            Prophet
                            • Dec 2009
                            • 9022

                            #43
                            Originally posted by CivBesch
                            What if you would have a 2nd inventory with a restriction.

                            The moment you put an item in it, it gets some kind of a flag, that it can only be sold and not used anymore.
                            This is called a "loot bag" in some RPGs.

                            However, I suspect that the number of players that use selling mode these days is small enough that most devs won't be interested in adding new features just to support them. Especially features that touch the inventory system, which is pretty complicated.

                            Comment

                            • CivBesch
                              Apprentice
                              • Oct 2017
                              • 93

                              #44
                              O, of course, I know nothing of programming. I just thought it might be a small thing. Don't bother, I am greatly enjoying the game.

                              Comment

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