TedNugent
Arcane
- Joined
- Dec 16, 2013
- Messages
- 6,801
Slot-basedInXile Numenera Project Update said:Untethered Slots are for equippable items that don't need to be held or carried—for example, a stone that floats around the wearer's head or a prehensile tail that grafts to her body. Most characters will have at least one Untethered Slot, but some (particularly those who train in the Concentration Skill) will be capable of handling two or even three such items.
Quick Slots are for cyphers and other items that you want easy access to. Outside of a Crisis, these slots are just for convenience, and you can swap things in and out of them without penalty. During a Crisis, you can use items in your Quick Slots quickly, but moving something from your pack into a Quick Slot will cost extra time. Additionally, some special items or abilities may give you another Quick Slot to use.
Weapon Slots in Torment will use the concept of weapon sets. You can designate up to four weapon sets and can switch between them easily. You can, of course, change what's in each weapon set at any time, but doing so during a Crisis will take valuable time.
Sounds gewd.InXile Numenera Project Update said:Your pack will be limited by encumbrance only—not by the number of items.
Entirely agree. Packhorsing ruined ME1.InXile Numenera Project Update said:Loot should always be interesting and usable.
Positively sick concept.InXile Numenera Project Update said:But the good stuff isn't just sitting there waiting for you to use it. An explorer wouldn't find a gravity-nullifying suspensor belt just lying around in an old machine. Rather he'd grab an electromagnetic thingamabob that, when hooked to another doohicky, somehow nullifies gravity. Then he'd attach that to a piece of metal or leather—something that can serve as a belt—and voila: suspensor belt. The way we handle that in Tormentis to make scavenging a Difficult Task (specifically, an Intellect-based task for which certain Lore skills apply).
After reading the feedback for WL2 and seeing the Pillars of Eternity screens I'm equally thrilled to hear they licensed the engine. Hopefully their close interrelationship with Obs pays dividends on the tech support front? I played Planescape: Torment for the first time in my life a few months ago at good old 640x480 on my widescreen monitor and I found it to be enchantingly beautiful. Prerendered graphics are a dream for this project. I'm sincerely hoping that their art team is up to the challenge. Torment had some of the finest art design I've seen in any videogame, and game art is one of the biggest reasons I play games.