Chittering Clawbug Leaper Posted January 22, 2013 Share Posted January 22, 2013 I was in combat with a character wielding a sword and a shield. He had a full pack. I tried to replace the shield with another sword. I got a message something along the lines of "Equip failed: No room in pack to put replaced item." Annoying, but not fatal. Thing is, OUT of combat, I was able to switch the shield with the sword just fine, with no change in circumstance other than being out of combat. I know I can't change armor in combat, but the error message wasn't the one I get for that, so if that's the issue, shouldn't the right error message appear? aurorajf4 1 Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon Earth Posted January 22, 2013 Share Posted January 22, 2013 couldn't replicate that so I guess you tried to equip broadsword or had broadsword equipped. Quote Link to comment Share on other sites More sharing options...
Chittering Clawbug Leaper Posted January 22, 2013 Author Share Posted January 22, 2013 Nope, the current weapon was a Ghostly Blade and I tried to equip a Nephil Warblade. And yes, I'm sure - the character doesn't even HAVE a broadsword in his pack. Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Lilith Posted January 22, 2013 Share Posted January 22, 2013 Outside of combat, when you put an item in an already full equipment slot, the item you replace gets "stuck" to your cursor; in combat, it goes straight to your inventory. This is because it costs an action point to manipulate the position of an inventory item in combat, and having it behave the same way as it does outside of combat would let you manipulate two items for the price of one (for example, equipping an item over a full slot and then giving the item you just replaced to another character). Quote Link to comment Share on other sites More sharing options...
Chittering Clawbug Leaper Posted January 22, 2013 Author Share Posted January 22, 2013 Hm, makes sense. That's a very different thing than the error message implies, though. But at least it's not a bug, just somewhat misleading messaging. Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon Earth Posted January 23, 2013 Share Posted January 23, 2013 Nope, the current weapon was a Ghostly Blade and I tried to equip a Nephil Warblade. And yes, I'm sure - the character doesn't even HAVE a broadsword in his pack. then who has demonslayer? my party doesn't have nephar warblade so can't say what kind of sword it is. Quote Link to comment Share on other sites More sharing options...
Chittering Clawbug Leaper Posted January 23, 2013 Author Share Posted January 23, 2013 What do you mean who has Demonslayer? I gave that to Lark ages ago. And I think another character has a broadsword anyway. Quote Link to comment Share on other sites More sharing options...
Seasoned Roamer GoodOld Jack Posted January 28, 2013 Share Posted January 28, 2013 "Each point of Attack Bonus grants +5% to hit, STRENGTH-1 to Attack Bonus for melee/pole weapons" This must be a bug. Dexterity adds to to hit for melee and pole arms in Avernum 4 and 5. Why would Jeff change it to Strength for Avernum 6. Or is it like the remake. Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon Earth Posted January 28, 2013 Share Posted January 28, 2013 A5: Dexterity (Dex): Dexterity increases your To Hit (TH) percentage with all weapons, your attacking order in combat, and your dodging ability. Strength (Str): Strength affects the amount of damage you do in melee. A6: Dexterity (Dex): Dexterity increases your To Hit (TH) percentage with missile weapons, your attacking order in combat, and your dodging ability. Strength (Str): Strength affects the amount of damage you do in melee, the amount you can wear as armor (without losing APs), and your stun resistance. Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Lilith Posted January 29, 2013 Share Posted January 29, 2013 I'm pretty sure the description in the earlier games was wrong and it's been Strength affecting melee hit rate all along. Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon Earth Posted January 29, 2013 Share Posted January 29, 2013 A3: Strength - This enhances your maximum carrying capacity and provides damage bonuses to melee attacks depending on how much of this stat you have. Dexterity - The more of this you have, the faster your turn will come up in combat. Think of it as your 'speed' or 'agility' stat. It can also give a to-hit bonus for your weapons. Plus, a high dexterity means it'll be harder for enemies to land an attack on you. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.