[0.74.12] Stacked weapons revert to prototype [non-issue]

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w.evans
Posts: 25
Joined: Mon Jun 15, 2015 10:49 am

Sat Jun 20, 2015 6:59 pm

Happens when weapons are stacked. Removing weapons from the stack retain their quality in the description, but have specs and, sometimes more importantly, price of weapons with prototype quality.

Workaround appears to be to separate the weapons from the stack, save, then load. The weapons then exhibit the correct numbers.
Last edited by w.evans on Tue Jun 23, 2015 12:44 pm, edited 2 times in total.

w.evans
Posts: 25
Joined: Mon Jun 15, 2015 10:49 am

Mon Jun 22, 2015 8:58 pm

Fixed, sort of, as of 0.74.14, except weapons now do not stack at all. I would just like to ask: is this working as intended?

It makes the stacking problem essentially impossible to test. Then again, weapons not stacking at all makes the problem moot, so I guess the problem's not so much fixed, as rendered irrelevant.

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Captain Deathbeard
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Tue Jun 23, 2015 11:50 am

yeah they were never intended to stack, you must have been using the naughty shopkeepers backpack, right?

w.evans
Posts: 25
Joined: Mon Jun 15, 2015 10:49 am

Tue Jun 23, 2015 12:40 pm

Captain Deathbeard wrote:you must have been using the naughty shopkeepers backpack, right?
nope, was actually using the rather pedestrian large trader's backpack. Swords were stacking at 6 per stack, like other trade goods. Made top-quality nodachis the most space-effective wares to trade. (I think.)
Captain Deathbeard wrote:yeah they were never intended to stack,
Ok, good to know that it's working as intended. Marking this thread "non-issue." Although I'll miss the space savings, I do agree that it was weird that you could stick more swords in a backpack than could fit in a shop.

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