UI: Way to tag and protect spellgems from accidentally being transmuted etc

Suggestions for game development and improvements. One suggestion to a thread, please.
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cat
Posts: 147
Joined: Wed Nov 24, 2021 3:07 am

UI: Way to tag and protect spellgems from accidentally being transmuted etc

Post by cat »

Suggest a feature to tag spellgems so they aren't given the component treatment in inventory, don't show up in transmute drop-down, spelltrap or spellcasting drop downs.
Yes there is weapons toggle and cat loves and uses this, biggest weapon toggle fan! However something like a protective spell pouch section of the inventory would be a great feature.
(You know how magic users feel about their orbs. We like to ponder them, not accidentally turn them into a chunk of coal.)
Fellis
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Joined: Sat Sep 11, 2021 5:10 am

Re: UI: Way to tag and protect spellgems from accidentally being transmuted etc

Post by Fellis »

I think Nayru wanted gems to just go to 0 charges without pattern weaver, but only a pattern weaver can take a gem from 0 -> 1? (or just take out gem destruction entirely), which honestly makes a lot of sense to me and smooths over a hard edge of the game that is only there because of interface being finnicky
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Nayru
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Re: UI: Way to tag and protect spellgems from accidentally being transmuted etc

Post by Nayru »

i did in fact want that ye, and to be able to learn a 0 charge gem in exchange for it sapping a lot of your mp

but that doesn't have much to do with your 'keep' gems showing up in alchemy transmute dropdown

i think anyway edit of subterfuge: this thread's view count is currently 69
- You say, "Oh my me." (2022-01-30 03:41:07).
Fellis
Posts: 253
Joined: Sat Sep 11, 2021 5:10 am

Re: UI: Way to tag and protect spellgems from accidentally being transmuted etc

Post by Fellis »

if you can make spells appear in the dropdown for transmute, that probably resolves a ton of the issues. or gems only appear if they are turned *off* as weapons if that code can be repurposed
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