- Status Unconfirmed
- Percent Complete
- Task Type Bug Report
- Category Engine → Crafting
- Assigned To No-one
- Operating System Linux
- Severity Low
- Priority Very Low
- Reported Version 0.7.52 Unreal
- Due in Version Undecided
-
Due Date
Undecided
- Votes 2
- Private
FS#8125 - Allow repairing of malus-loot without prior quality loss
“Your Ragged Mercenary Helm of the Warrior is in perfect condition.”
That sentence illustrates the problem with current mechanics clearly.
I think if an item has such a malus that can be repaired away, it should be repairable without prior additional damage resulting in a quality loss.
I am aware that this is a minor problem that probably needs a rather expensive fix, thus this needs marking as least concern and filing for long-term notice.
1>
Related to this, interestingly or unintentionally, repairing a malus modded item (Scruffy/ Worn/ Scuffed/ Stained/ Ragged/…/ Tattered/ Ruined/ …/ Bronze/ Copper/ Tin/ Bones??) also bypasses identifying the weapon or use of spell like Analyze Dweomer or Dweomer Detection).
Briefly: malus item –> damage –> repair (successfully) –> auto-id-ed (no spell casting needed)!
Given malus item drops a lot or stackable, it could be nice QoL to repair them directly than damage each one (stacks of battle helm anyone?) every time to remove the malus.
2>
Related to this, can we also have more/ scaled xp, in cases as these or for more complex and/or pricier items, rather than only flat 20 xp for all!
For example, https://www.imghippo.com/i/Li5950Aus.jpg still awards 20 xp! It may give a sense of achievement of doing it and doing it good for a start.
3>
Related to this there was an interesting proposal back in … 2014, viz., FS#6715 - Vary current quality of loot items. It may still be worth a look, if codeable (without introducing more issue).
Thanks.