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Khuzdul June 24, 2018 04:03

What do w/ artefacts?
Never noticed before, but I just saw that when you give an artefact to a shop or something because there's no room in your house, it says that it is "lost" on your character history. Kind of just an aesthetical question, but is there something that the game actually wants you to do with artefacts that you don't need?
Cheers x

Derakon June 24, 2018 04:14

Nope. Wear 'em, carry 'em, stash 'em at home, or lose 'em. Those are your options.

luneya June 25, 2018 02:41

It is perfectly correct and proper to "lose" artifacts that aren't useful to you anymore.

If you really want to avoid having to do that, you can go into the edit files and increase the amount of stuff you can hold. Look in constants.txt. I think that house storage capacity is the same as the cap on shop inventory; can anyone confirm that? And, Nick, if you're reading this, perhaps it would be wise to rework the relevant portions of the code so that the house has its own separate capacity value.

Derakon June 25, 2018 03:07

For some reason, that gives me the idea of a game where you have a few more equipment slots, and you can equip any non-equipment item to any slot (e.g. carry a stack of potions on your head), but you have no traditional inventory slots. So in principle you could go entirely without an inventory, but wear lots of equipment, and be super-powered so long as you didn't need a spellbook, consumable, etc. Or you could try to decide whether, say, a Rod of Detection is worth losing one of your cloak slots.

kaypy June 25, 2018 03:46

Some old dungeon crawlers had a limited inventory and a flag for whether a particular item was equiped. So I have had to make that consumables vs wearables tradeoff before...

Ingwe Ingweron June 25, 2018 06:40

You can also play persistent levels, and then just throw the artifact mathoms into a corner of the town, where they will simply persist.

Sky June 25, 2018 06:56

Were any changes made to uniques and their inventory in persistent mode?

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