Work has progressed on the implementation of wearable items, with a focus on usability given the predictably large staff sizes.
More items by Max
Max has drawn the last batch of items for this version, with sets of chest, feet and hands armor:

There's now 85 items in the game.
Random and scaling loot
Loot is now always instanced, with its stats based on its level and changed randomly over the default value. Different pieces of loot have a different roll bracket. Some of them can roll very high, almost doubling the normal power for an item of its level. They also have a rarity value, which will be used later on for random drops and manufacturing.
Directly equipping items from the map
The first equip capability is the most direct one:

Just select the officer, then right click an item. The context menu will offer the option to equip it, and also give you an error message in case the officer is unable to equip the item. Like in V2, items are forever bound to the officer who equips them, and destroyed when replaced.
Equipment matrix
Having to keep your staff equipped by finding items all over your station would be a nightmare. An efficient UI is required:

The equipment matrix displays all the current equipped items by your officers on the left, and all the items in your station on the right. To equip an item just drag it from the right panel onto the left panel. You don't even need to aim for the correct slot, the game will automatically recognize it and prompt you before the item is replaced. It still needs a bit more work, to add item filtering and officer sorting by item quality.
[ 2016-10-06 22:03:33 CET ] [ Original post ]