Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
https://steamcommunity.com/app/2480560/discussions/0/4357870121618187770/
As for seeing creation resistances, that should be available in a future patch.
https://steamcommunity.com/app/2480560/discussions/0/4357869680019156353/
Having all your thorn batons and darts next to one city gate, all your pods and spores next to another, and your gems and wands next to a third, and spare equipment in yet a fourth, makes it much easier to find stuff. And since travel is basically instant...
As for your other points: Yeah, Sharon's house needs a shortcut badly.
Same here! I did discover that if you pull identical items out of the cabinets and into inventory, they will sort/stack--then you can put them back in the cabinet sorted...sorta...Not ideal, but helps a bit...
Note that "past games" is further back in time than the Geneforge remakes. I don't think this is confirmed to happen in Mutagen or Infestation. But it also hasn't been confirmed to not happen, and it was never changed in the old games where it happened. So it doesn't hurt to stay on the safe side.
Currently the limitation just makes it take longer to go back and change gear, it just makes it more tedious rather than add any level of strategy to it.
With two rows of charms and one row of mechanics/leadership gear i was still left with two rows for either consumables or tall shrubs, so the only "strategy" was to remember to pick up that helix band whenever something strong seemed to be ahead.
Other than making it so there is no mechanics/leadership gear to prevent that tedious constant swapping with every single locked door or conversation in the game (charms only please), any change would have to be significant. Making the inventory smaller just makes things more tedious, and bringing back the weight system would do the same. To make it interesting there would have to be an entirely different system which added interesting and sensible limitations on power without making inventory management a pain.
Charms conflicting with each other / random stuff.
A "cape of the wind" that blows spores away from you or other such gear so they don't work, making you choose between good gear or consumables.
Plant shaping (botany/alchemy)/ energy shaping (enchanting/imbuing) to gain more/better consumables.
Only swapping gear in friendly cities? (would definitely need to get rid of clothes with non combat stats for this one)
Might even go so far as to make a dedicated home area for the player. Some place with plenty of easily accessible storage close to the entrance. Would be a nice place for all those dismissed people/creations you didn't shape.
Not an easy thing to figure out, so i'm just throwing out some wild inspiration.
G3 would be a really good time to implement a "storage bag" that you can't pull items out of in a dungeon, but is separate from the junk bag. Because G3 increases the number of items you might want to hold onto, with all the enhancement gems (assuming those make their return). (If the bag auto-sorted by item type, that would be a bonus.)
Maybe you could consider some form of load-out switching out of combat? For example, I usually carry a bunch of acid resist gear in my inventory at all times. Imagine if I could "mark" all the pieces of gear and then swap my current equipment for the marked items with a single button press instead of dragging and dropping multiple items individually.
My thoughts:
1. Either make charms into a special item not held in your pack or implement something like a Charm Bracelet which you attach charms to using an anvil. The bracelet needs to be made by a crafter, and its base ability is that it's a charm, with no abilities. Attaching a charm adds that charm's abilities to the bracelet; these are stackable so 2 charms with 10% ability A and 5% ability A give the bracelet 15% ability A (or 5% if the 2nd has -5%). That means that instead of cluttering up your pack you only use a single slot. If you want a downside to this, you could say adding charms makes you less stealthy because you jingle (probably best for Veteran or Torment).
2. Items in a quick-use slot aren't in your pack. That would make sense - you don't suddenly break off a fight to rummage for a healing pod or spores. If my pack is as full as my work pack, that item has always worked to the bottom... For items you need all the time, you pop them in a dedicated small pocket on the outside of the pack.
3. If you want situational load-outs, they must be definable so you can easily toggle between them. You can't switch them in combat, only out of combat with no enemies in sight (perhaps does't include charmed enemies?) You can only take what you are wearing plus 1 other load-out when you leave town, but you can have several for different situations.
4. Either implement some king of storage bag or make junk bag items swappable outside town. If the latter, please consider adding a do not sell flag to items you want to keep in your bag; to sell it, you have to remove it from the bag and put it in your pack where you have a confirmation dialogue. Once you've marked an item as do not sell, all matching items of that kind are automatically do not sell.
5. Make the junk bag filterable by slot type: missile weapons and missiles, melee weapons, armour etc, plus a sell these slot.
6. More containers in the game in towns! Especially in the same building. That would allow storage by item type instead of the current 1 or 2 containers in a building and drop the rest on the ground. By the end game, when I go to my store depot (Drypeak Ascent) I have to lock my creations in a room so I can look through one pile without seeing other piles as well. I did like the Queen's Wish system of linked chests, but that only works with limited items.