|
Post by junyortrakr on May 9, 2006 9:08:36 GMT -5
I am wondering what equipment slot 'z' is. It says 'carrying', but I haven't been able to figure out how to utilize it. What goes in the slot, how do you equip it, and, if necessary, how do you activate it?
|
|
|
Post by nork on May 9, 2006 11:24:36 GMT -5
;D I asked the same questions a few months ago. That slot is left over from a previous version of the game and is not currently used.
|
|
|
Post by shrike32 on Aug 28, 2006 9:27:35 GMT -5
In other variants it is used for 'tools' or 'digging' items like picks, shovels, climbing equipment. I think it would be nice to have, if Newangband needs tools to accomplish quests. For example, in order to use the key to get to the tavern basement, the player would have to equip in in the tool slot and 'use' it to open the lock. right now it just automatically opens the door if it is in the inventory, which is fine and more fun (less keypressing). But, for picks and shovels it's a good thing because tunneling automatically happens with the equipped tool instead of with a weapon or having to swap out weapons for some tool in the backpack.
|
|
|
Post by Lipa on Aug 28, 2006 10:17:34 GMT -5
The slot isn’t there anymore in 1.8.0, but I was thinking about bringing it back, and use it in a different way: Keys are important. *Very* important. And I don’t know what happens if you happen to lose one, or perhaps even die with one in inventory. Is it lost forever? Can you complete the game after that at all? Secondly, keys are (usually) also rather small items, and to have four keys filling four inventory slots (just like four great axes) seems to be a bit strange. So I’ve been thinking – could it be possible to create a special “virtual” equipment slot (perhaps named “In pocket:” or something) that would *permanently* be occupied by an eternal thing called a “key ring”? This key ring could never be removed, and nothing else could be put in its slot (pocket) either. Now each time you would find a new key, it would effectively be “added”, “attached” to the key ring (though the key item would actually disappear). And if you would later at any time examine (‘I’) this special equipment item (key ring), all the keys that you got so far would be listed... If there’s going to be lots of keys in the game, this might be an interesting and useful solution. It would save both inventory and home space, and it would also be impossible to lose a key and get stuck. (P.S.: I must admit that I got this idea from “Deus Ex”. If you’ve played the game, you know what I have in mind.)
|
|
|
Post by Variaz on Aug 28, 2006 10:58:11 GMT -5
There is no real "Key" type. Keys are actually junk items that serve purpose other than junks! The Basement Key and Gorg's Head are the same type of item! They are eternal, however, so if you die with them, you won't lose them. The Carry slot is actually for Crystals(and I removed it by mistake, then putted it back)... Diggers were removed, because they were now useless. You don't need them to dig... All they did was provide even more bonus that you need!
|
|
|
Post by shrike32 on Aug 28, 2006 12:38:50 GMT -5
Oh, so THAT'S why rods and crystals didn't work for me in the second beta. I tend to play rangers/paladins and not mages, so it didn't bother me much. Glad you are putting the slot back.
|
|
|
Post by junyortrakr on Sept 3, 2006 15:16:34 GMT -5
Do you need to keep keys and things like ugly orc heads after you have used them once? They take up space that can be used for something more consitently useful, and I'd hate to save them.
|
|
|
Post by Variaz on Sept 3, 2006 15:26:11 GMT -5
Right now, the keys and gorg's head won't be needed anymore. So it's safe to just drop them!
|
|
|
Post by junyortrakr on Sept 5, 2006 10:53:51 GMT -5
Nice.
|
|