Jump to content

MaddyE

Member
  • Posts

    13
  • Joined

  • Last visited

Everything posted by MaddyE

  1. I thought of it as a bracelet, because it's a traditional piece of jewellery. Necklaces are more single pendants. With the Charm Bracelet, you can make it upgradeable. It starts as the Iron Bracelet, made from an iron bar which allows you to attach up to 5 charms using an Enchantment Anvil. If you collect 10 silver rings, you can upgrade the Iron Bracelet to the Silver Bracelet with the rings. That adds space for another 5 charms (total 10 charms). The second upgrade is to the Gold Bracelet using 10 gold rings which adds another 5 charms (total 15 charms). There's what, 15 charms in the game? Plus Danette's Guile and 16 Tall Potted Plants (do they have an effect)? You can only attach charms with negligible weight, i.e. Light. If it has a value against weight, it can't be attached to the bracelet, which rules out attaching any Tall Potted Plant or the Infused Shrub. I'd also say you need other crafting ingredients besides the metal, perhaps the herbs or raw adaptable spores? Once you've done the collection quests, further herbs aren't useful until you get to Taker Lands and can make wands, and not everyone needs wands. Alternatively, use mined crystals, or perhaps you use a mined crystal to attach a charm. It gives a use to the Enchantment Anvils which are frankly seriously under-utilised in the game given there's nothing to augment regular equipment. Another thing to think about is can you remove an attached charm? I'd say yes, but you need some serious cash and craft ingredients to do so, perhaps mandrake and infernal residue, and it removes all charms, so you have to re-attach any you want to keep on the bracelet.
  2. Had a thought about future charm handling: how about a new item, the Charm Bracelet? It has to be created, perhaps by Sharon, and works like the Fang Bracelet but as a charm not a wearable item, and it's enhanced by adding charms using an Enchanted Anvil. With no charms, it's just a charm with no bonuses. Each charm you add transfers its bonuses to the bracelet. My thoughts on inventory management in general: 1. Either make charms into a special item not held in your pack or implement 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 bag, 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.
  3. Any update on the update? With all the charms and charmed items, I now have 2 free slots in my pack... The other potential for the in game charms (as opposed to the charmed items) is to make them a special item like the keys and tokens so they don't take up inventory slots in the first place. In terms of inventory, I totally agree that micromanaging stuff is a painful and pointless chore, especially late game when you've accumulated so much...
  4. I found the Ghost Mode mod, and it works in GF2. However, ghosting under the Emissary's House doesn't allow you to go far enough South to get to the friendlies (it's a straight rectangle with a 1 square border outside the widest actual floor area), so I guess it's a forgotten area, and there are no other routes downstairs in the zone or in the Lapidary Ruins (even in ghost mode). So one of those mystery rooms.
  5. If you go into the Emissary's cellar with showmeall active, you can see 2 friendlies to the south underneath the Sholai camp. For the life of me, I can't see a way down apart from the Emissary's staircase... I've searched all over the camp, and can't find anything - no trapdoors or stairs. I even cleared the mines thinking there may be something hidden there, but no luck.
  6. You know, what would be useful is some kind of sparkle effect for charms and other unique/named items. Similar to the sparkle effect you could apply to hidden switches in Avadon. Found it: https://spiderwebforums.ipbhost.com/topic/14836-a-cheat-to-make-secret-switches-more-visible/?hl=switches Not sure about how to apply it here as I think you would have to mod every item individually.
  7. Yes, you're right. There was indeed a download link! Thank you! I'm going to be travelling next month, and can't guarantee internet access, so a full install will be needed.
  8. No, what I'm is how to download from Steam. I was a KS backer for both and want to liberate my rewards so I don't need the Steam client to play. You used to be able to download the full game from Steam, but there doesn't seem to be an option to do so now.
  9. Is there a way to download the game? I dislike trying to play through the Steam client; quite apart from a dodgy internet connection, it's complaining it no longer works with Mac OS 10.14. I can't see anywhere on the Steam page to download the app.
  10. Ah - my mistake. Health is way better than Endurance - which is what I was reading it as! I'll need to do another run before I use the mod just to firm up my strategy, especially when charging up the Puresteel Blade.
  11. If it's 1:1, you're switching XP spend to boost Endurance instead of on that stat or ability. To my mind, the whole point of canister use is to replace XP spend. For skills like spells or shaping, yes, I can see the END cost being a good idea, but (speaking personally) I would always use a stat or ability-boost canister (especially for weak sections), but not necessarily a spell or shaping canister (some are immediate candidates for the Purifying Blade). I often don't even both training or learning shaping or spells outside my 'speciality'.
  12. Hyperion703's take on the wandering Shaper trope fits with my thought - the concept of the journeyman as epitomised by medieval craft guilds. After the formal apprenticeship, the journeyman takes off on their own on a wanderjahre. If they do well, they can petition to become a master.
  13. I deactivated the Clockwork Golem and moved the ruby straight into my junk bag, and subsequently sold it without realising it was a unique item. Is there a way to get it back? No biggie if not, but I recall being able to add items to one's inventory in the past.
×
×
  • Create New...