OMG NOOOO i lost a good char cause i tried walking through a landmines field aaaaaaaah i didn'T know yellow # were mines xD
They aren't--brown # is a mound of dirt. Sometimes they have land mines hidden under them, though
You can spot the land mines with sufficient Perception.
I've edited the in-game help to provide a clearer explanation of Morale/XP. Basically it works like this (just to be redundant and clear):
Having high morale fills your XP. Under the new, nerfed system, a Morale of 0-99 gives you a percentage chance to gain 1 XP each turn; 0 Morale means you have a 1% chance of gaining an XP, 49 Morale means you have a 50% chance, 99 morale means you have a 100% chance.
Morale 100 or greater gives you 1 XP each turn for every 100 Morale.
When you use a skill, the game attempts to take XP from your pool and put it into the skill used. If your pool is empty, your skills will not improve.
Your Morale has no effect on how existing XP is used; even if you have negative Morale, you can still gain skills so long as your XP is not 0.
If you implement FZ's wearable weapons idea that could fit in.
Have a holster providing no volume bonus but be able to store handguns and hammers in them.
But what if I want to carry a bottle of water in my holster? I'd rather leave holster use open for player interpretation, and not limit the player to what I (or anyone else) thinks is the "proper" use for that space.
I am considering limiting the player to one piece of clothing of any particular type. This will mean no double-trenchcoating, which does seem a bit odd; it will also remove the "20 fanny packs + 20 holsters" exploit as a method of gaining huge amounts of storage space with no encumbrance. Thoughts?
Yeah, no, I don't think this is needed. I think more body slot types, or fraction encumbrance, would be a better way to handle it. (though bonuses should still be at whole numbers). Two trenchoats or two backpacks makes perfect sense and is something I've done in real life to carry more. I mean, looping backpacks or wearing them over your chest certainly brings problems of its own, but its perfectly doable.
Also, holsters always give me a ton of encumbrance, so I've never used them at all. Has this changed?
I got to admit I'm not a big fan of the item limit giving additional points of encumbrance - a sweatshirt+t-shirt and a backpack encumbers way more than I feel it should.
Holsters don't occupy any body slot, and never have. If they give you encumbrance, it's either because of a mod or a bug...
I might tone down the stacking penalty for the torso (even more). Maybe ignore it for a certain number of 0-encumbrance items (e.g. t-shirts). The backpack's to blame for most of that effect here, though, and that's a gameplay balance effect, to penalize melee characters, or to encourage them to play "monk-style" with a tightly-pruned inventory.