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There will be by the time I'm done, but that is going to take a long while yet. The DB will come out without the items, but they will be next on the list after that.
Edi
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Edi - We'll be patient, or at least try! The ability to at least mix-and-match items to mod new items will open up *a lot* of possibilities.
What would create *even more* possibilities would simply being able to add arbitrary spells as "secondary effects" to items.
I'm still playing around... I created a pretender assigned with the weapon "Banish to Inferno". It seems to work - the info box shows a magical weapon with -12 damage. I don't know if I just tripped across a spell that had already been "weaponized" (since assigning weapons with "made up" names just caused crashes), or if any spell will work that way. Playtesting the pretender, I have yet to actually confirm the Banish to Inferno weapon has been used, since weapons don't notify themselves in the battle screen's scrolling text. I'll experiment with some more spells and post when I get a chance.