In the future, the merchant will go to the market room, and leave things there. Hopefully that will alleviate some of that travel time and would avoid giant mounds of Ren to go and collect.
Re carry capacity, it is determined by the carrying skill. I've implemented a back slot, for backpacks, which would increase the carry amount. It's disabled for now as I haven't created the bag items. But it will give bonuses to carry if you equipped a backpack.
Having a difference between item size and how that fills containers and inventory slots is a good idea and it's something which is suggested a lot. I would like to implement something like this, but it would be quite complicated. It would require more UI to communicate the difference in item size as well as an even more elaborate and dynamic carrying system under the hood. Both of which are already complicated as heck. I'm not saying I won't add that, but I want to try out a few easier solutions first.
This l... Read more
Re carry capacity, it is determined by the carrying skill. I've implemented a back slot, for backpacks, which would increase the carry amount. It's disabled for now as I haven't created the bag items. But it will give bonuses to carry if you equipped a backpack.
Having a difference between item size and how that fills containers and inventory slots is a good idea and it's something which is suggested a lot. I would like to implement something like this, but it would be quite complicated. It would require more UI to communicate the difference in item size as well as an even more elaborate and dynamic carrying system under the hood. Both of which are already complicated as heck. I'm not saying I won't add that, but I want to try out a few easier solutions first.
This l... Read more