inventory management improvements

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kui
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inventory management improvements

Post by kui » Sat May 18, 2019 2:01 am

the very first thing i could put.

when i play Laby Ex, i have always missed auto-squelch function in Angband.
as you know, there are tons of useless items in mid to later game.
its very tedious to deal with such things every time.
though i can say this applies to most of other roguelikes.

i want this very handy auto-destroying function for Laby DX.

further more, i want auto-pick-negate as well.
i mean, with setting threshold number (by player) to trigger negating.
(i.e. if the max number of healing herbs got set to 15, and once player collected 15 herbs, next one will be ignored.)


the second is, item sorting + memorizing layout of inv.

there are many games which have item sorting in many way. (especially in modern crpg.)
but, one more important function is missing so often.
its "filtered" job.
i mean, i want to "lock" the position of some specific items (like gears and consumables.) in my inv.
so, only non-locked inv slots are to be sorted out by the function.

the point is, i think both functions would be working well only when in player's picky manner.

zefz
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Re: inventory management improvements

Post by zefz » Wed May 22, 2019 7:37 am

Sorting sounds very useful. Also filtering (e.g look at only food items)

About useless items: I've changed the behaviour in LabyDX that useless items are auto-destroyed (e.g burned out wands, spent torches, etc.). Were there any other "useless" items that should be auto-destroyed?

Items with potential use are not destroyed (e.g damaged weapons that can be repaired, lamps that still can be refilled with oil, etc.).

Since LabyDX is missing an auto-pickup feature (you always have to press SPACE to grab an item), auto-pick-negate is not an issue right now :) I never found the auto-pickup feature to be useful (e.g suddenly ending your turn in combat next to a dragon just because you stepped on some mushrooms!)

zefz
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Re: inventory management improvements

Post by zefz » Mon Jul 29, 2019 5:40 pm

Sorting inventories is now added to the game.

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kui
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Re: inventory management improvements

Post by kui » Tue Mar 17, 2020 4:28 pm

thanks !! this helps a lot !! :D

longtime laby
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Re: inventory management improvements

Post by longtime laby » Fri Sep 24, 2021 12:25 am

i don't know if its in there but, i don't seem to be able to "split" my inventory item eg: 15 herbs to 1- 10 herb and 1-5 herb "pack"
is this possible to do in DX? or is it yet to be done?

oh since im here, i guess ill list my suggestion pile :p

1. how about a brief (few milliseconds or key press) space between char switches,
2. maybe a little icon or notice that says "player No.X : Player name"
3. return of the gold sack? i loved the gold sack lol
4. the "steal" function seems a bit TOO random. maybe mage types could have more magical items like staffs and scrolls, the warriors have more Melee and armor, the thieves have more assassin gear, gems, and ropes, archers have bows arrows bolts stones...etc.

X. this is a bug so i know it belongs in the bug report but , the game seems to crash when "skipping" turns but not when ending their turns. i dont know if it happens to anyone else ill but a bug report there.

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Re: inventory management improvements

Post by zefz » Sat Oct 02, 2021 7:20 pm

i don't seem to be able to "split" my inventory item. is this possible to do in DX? or is it yet to be done?
No, this is currently not possible.
1. how about a brief (few milliseconds or key press) space between char switches,
2. maybe a little icon or notice that says "player No.X : Player name"
I actually tried this a while back, but it was a bit annoying. I can add an option in the menu to enable this feature.
3. return of the gold sack? i loved the gold sack lol
You mean like a sack of gold that can be picked up? Currently there are 3 kinds of piles of gold depending on the amount. I can add a fourth (the sack of gold) if the amount of gold is large enough.
4. the "steal" function seems a bit TOO random.
Good idea. We can deduce some items depending on the monsters skill/abilities (e.g spellcasters carry scrolls and potions while archers will carry arrows).

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