Re: infini crawl, text dungeon crawling rpg similar to the wastes.

I'll be interested to see the food revamp, especially if it ties into crafting.
One idea i've seen used for food/resting a couple of times, but sadly not enough was giving players buffs and debuffs.
So, when a player was welll fed or well rested they'd get a buff to combat and other actions. Similarly, when a player was starving or exhausted they'd get a debuff. The debuff wasn't fatal, and the buff wasn't absolutely necessary all of the time, but it felt a good bit more realistic than having players just suddenly die due to lack of food or rest, after all you could carry on a fair ways without food or sleep, just not too well.

This also let players have crafted food items with better stat bonuses, IE more time of feeling well fed.

As regards ammo and the pack, I'm less a fan of this idea, since firstly it would mean every piece of amunition took up one pack space, which would be another disadvantage to use of a bow as opposed to other offhand items, quite apart from having to find the items when you've got a very full pack.


If it would be inconvenient to add an extra button to use an offhand item or ability, then maybe addd a "quiver" tab, with buttons for ammo in there, since then at least players would find all their ammo in one place.

I'm guessing this is how spells are planned to work, and maybe other systems like crafting or class abilities too, with separate tabs similar to the current "pack" or "gear" tabs, and buttons within those tabs to do things.

If your going down that route, another idea might be to use the area tab.
Currently you can inspect monsters within that tab, maybe you could also add buttons within that tab to do things to monsters outside the main combat display as well.

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