We wouldn’t have this problem if illusions were stackable like dust & crates(1). A pretty obvious design oversight (with the benefit of hindsight) that should’ve been caught in a design (or implementation) review. The “not-a-bug” label is a bit misleading IMO. It’s definitely a “concrete-issue-with-the-game”, but I guess someone doesn’t want to acknowledge it’s a bug because it’s not because of faulty implementation, but poor design?
- Seems like the number of entries in the inventory data base is limited to 1000 (or some other set, relatively finite number) lines. It’s not a hard cap: you can gain more lines via extracting illusions (de-illusioned weapon turns from one line to two lines) or gaining new chests (each new chest type is a new line).
Something like following at design/review phase would’ve saved many grey hairs for me personally:
Reviewer: “Why do we need to list illusions separately. Aren’t illusions of the same type identical with each other?”
Author: “Good point! I’ll amend the database entry for illusions to include count, so we don’t need to list duplicates.”
Reviewer: liked this comment