Un-deletable amulets

Nerevarine

New Member
Joined
30/05/2018
Messages
5
Hi! Currently we have at least 3 amulets, which were a quest items in some quests and which you can't drop or sell after you finished those quests:

https://www.exiledkingdoms.com/wiki/ind ... _the_Three
https://www.exiledkingdoms.com/wiki/ind ... f_Whispers
https://www.exiledkingdoms.com/wiki/ind ... oly_Symbol

I can understand that this was made just to save the player from losing them but can they be flagged as droppable/sellable items after the quests? For instance, we have a Silvery mace https://www.exiledkingdoms.com/wiki/ind ... lvery_Mace that can be sold after the quest.
 

Duck123

Loreseeker
Joined
13/05/2017
Messages
346
These amulets may be useful later in he game, the holy symbol of the three may have been planned to be used in hirges companion quest and the amulet of whispers may be used still since this update has been focused on the orogogg witches so far
 

i1465789

New Member
Joined
01/06/2018
Messages
16
Duck123":31d5i85h said:
These amulets may be useful later in he game, the holy symbol of the three may have been planned to be used in hirges companion quest and the amulet of whispers may be used still since this update has been focused on the orogogg witches so far

Is the "Holy Symbol of the Three" needed for Hirges companion's quest (The Ancient Seal)? I know the quest can be done without wearing it on.

Does it affect the outcome or reward of the quest? e.g. Extra dialogue for more information and XP or extra skill/trait points?
 

Duck123

Loreseeker
Joined
13/05/2017
Messages
346
No it doesn’t I’m just saying maybe David planned to use it for the companion quest but didnt
 

MikeB

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31/10/2016
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Location
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I don't think that the undropability (does such a word exist?) of certain quest items means that David plans further use of them after the actual quest. I think it's just a result of how the game engine currently handles items.

An item cannot simply change its attributes during a playthrough. If an item should be undropable before finishing a quest, but dropable afterwards, David in fact would have to code two items (one which is flagged "undropable", another one which can be dropped) and has to remove the first one from the player while giving him the second one upon completion of the quest.

I think in most of the discussed cases he simply hasn't made the effort to do so. Even if he decided to implement this now, it would only take effect in new playthroughs, not retroactively if you already solved the quest. Of course this all can be circumvented with lots of side-coding, but I guess there are more urgent things to do.
 

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