The pouch, gold you can see, and real item icons
- The pouch. The inventory has a new Pouch row under the backpack: one slot for your gold and one for every material in the game (13).
- Materials go straight into the pouch, never the backpack, so bones and silk no longer crowd out loot.
- No stack limit: a pouch stack can hold any amount.
- Placeholders: materials you haven't found yet show as faint pictures, so you can see what's still out there.
- Stack counts sit in the corner, OSRS style: yellow up to 99,999, white "100K" from there, green "10M" from ten million.
- Same rules as the rest of your inventory: what's in the pouch is lost if you die, and banked in the stash when you extract.
- Traders list pouch stacks with your backpack, and sell them a whole stack at a time.
- Contracts count and take pouch materials first.
- Old saves: materials that were in the backpack move into the pouch the first time you open the inventory.
- Gold as coins. Your gold is the pouch's first slot: a pile of gold coins that grows with the sum. One coin, then a little stack, then heaps, up to a hoard. The number shows in the corner.
- Drop any amount. Dropping gold or a material stack asks how much:
- right-click and choose Drop some..., press the drop key, or drag it off the panel;
- a slider (on a curve for big sums), a number box you can type into, and quick picks: 1, 10, 100, 1K, Half and All;
- Enter confirms, Esc cancels;
- Drop all is in the menu too, and asks once more.
- Gold on the ground. Dropped gold lands as a coin pile as big as the sum, and walking over it picks it up. In co-op, the host decides who gets it, like any shared drop.
- Realistic icons. Every inventory icon is now a still photograph of the item's own 3D model: the one you see on the ground.
- How they're shot: in a three-quarter view from above, with long weapons laid corner to corner and the frame filled.
- Lighting: a warm key light from above left, a cool rim light from behind, soft fill, and a sky for metal to reflect.
- Everywhere: the pack, the paper doll, the belt, the stash, the traders and the hotbar.
- Cached: each look is rendered once and shared by every slot that shows it. Icons are made a few at a time, so opening a full stash never stalls a frame.
- Fallbacks: until an icon is ready, and wherever there's no renderer, the old drawn glyphs stand in. Empty equipment slots keep their faint outlines.
- Dragging an item no longer turns it see-through. Before, the slot you dragged from faded to 40% and the dragged card was translucent. Now the item's picture rides under the cursor, solid, and the slot it left only shades.
- Network protocol 24: gold can now be a shared drop.
VAEL is a co-op dark fantasy extraction dungeon crawler for PC, in active development. Get playtest news by email, or read the wiki.