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What is Muelsfell? - Muelsfell: Rise of the Golems is a persistent browser-based game (PBBG) that revolves around the creation of magical golems by mages and magic users. Muelsfell is part combat, part roleplaying game, part resource management. Sign up for an account and give it a try -- for free!
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Index » Muelsfell Game Forum » Bug Reports Muelsfell World v1.0 Forums
AuthorThread: Spell strength boost not increasing carrying capacity
CommComms's Avatar
Posts: 392
Location: Daylsfeld
Magus Age: 98 years old
Message #19077 Posted: Dec 6, 2008, 2:08 am
So, I cast Bulls Strength on a golem that's loaded up with armor until it's got 2 pounds of capacity left. It seems to work, the minimum damage increases, and the worktable screen says it has 22 pounds of capacity left. However I am unable to add any additional armor or weapons to the golem. I'm consistently getting the message that my golem cannot support the extra X pounds of that item. It seems that the strength spells only increase the strength for purposes of damage but not carrying capacity.

If this is intentional then the worktable ought not say that the capacity has increased, and perhaps should be noted in the spell description.

Whoo first spell bug post!
Shan's Avatar
Posts: 589
Location: Arzenbourg
Magus Age: 105 years old
Message #19086 Posted: Dec 6, 2008, 4:03 am
My guess would be that that is a safeguard to prevent a golem from having more equipment than it can carry after the spell expires, which would probably be a situation the game can't handle. I'm guessing the increased capacity still applies to loot from battle, although the change is small enough that it's hard to tell the difference.
CommComms's Avatar
Posts: 392
Location: Daylsfeld
Magus Age: 98 years old
Message #19092 Posted: Dec 6, 2008, 4:25 am
Yep, I just tested it and the carrying capacity does indeed apply to battle loot. I just think it oughta be mentioned in the spell description and fixed on the workshop page that the spells don't increase the weight that can be used to carry equipment. Either that or allow that weight to carry extra equipment.
laidan's Avatar
Posts: 1158
Location: Mottonsborough
Magus Age: 91 years old
Message #19093 Posted: Dec 6, 2008, 5:21 am
Maybe let it carry the extra, but when it wears off the golem collapses under the load and cannot do anything until you remove something.
[ADMIN] Arkham
Arkham's Avatar
Posts: 902
Location: Mallow
Magus Age: 102 years old
Real Name: Kep
Website: Click Here
Message #19135 Posted: Dec 6, 2008, 4:03 pm
Yup, this was a bug. Fixed.

It shouldn't hurt anything to have an overloaded golem for now. In the next combat update, an overloaded golem will have a disadvantage.

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