Identified potions are displayed as unidentified when split from a stack

2 years ago

Not sure if this is tied only to potions or just ID'd magical items in general; when I split some potions of Frost Giant strength from a stack, the new stack was labelled as unidentified. They are able to be re-identified via Identify afterward.

Interestingly enough, they can rejoin the original stack of identified potions with no issues.

Arrowgaard
Level 4
2 years ago

I think this is working as intended. Try and see if you can stack multiple kinds of unidentified potions that look similar but are different. You can "cheat identify" by right clicking the unidentified potion and it will say something like "cast spider climb" or "cast invisibility". If you can do that, then it makes sense that identify only identifies 1 item from a stack that may contain multiple different items.

2 years ago

If it were truly only identifying one potion from the stack, with the rest of the potions being unidentified, then it seems like a strange bug/usability issue nonetheless...it'd make more sense for the game to automatically separate the ID'd potion from the rest of the stack.

Arrowgaard
Level 4
2 years ago

Won't argue with that. On the other hand, it avoids issues like possibly not having an inventory slot for separating items. That's a niche situation though.

Дмитрий
Level 11
2 years ago

not having an inventory slot for separating items

It really has to be mentioned somewhere in the tutorial. I've almost finished my playthrough of EA content when I accidentally discovered that you can go beyond 25 inventory slots with no extra requirements.

AndrewF
Level 3
2 years ago

I have found the reverse of this is also true. If you have an identified Potion of Giant Strength and another unidentified potion (that looks the same) and add the unidentified to the known potion the whole stack becomes unitentified.

picklesgrr
Level 10
2 years ago

Same works with arrows - adding unidentified ones to your inventory stacks them with identified ones and makes the whole lot un identified. 

Stabbey
Level 8
Kickstarter Backer
2 years ago

My Rogue had picked up a  giant red potion, but had forgotten to give it to the wizard to identify. Later, I found another and the wizard identifed that one as a Superior Healing potion, and it looked the same, but it was still unidentified. Trying to stack it onto the identified potion succeeded, but made them both into UN-identified potions.

This should be changed. If you've identified something of X type, it's a waste of time to need to re-identify it.

Dragondeal
Level 4
2 years ago

I have some similar issues with javelins.

1. Test

  • Got 3 "Superb Javelin", can't stack them manually, so I make a reorder an got that stack.
  • Identifying the stack, got 3 "Javelin+1" as a stack
  • Equip them as secondary, got one "Superb Javelin" in hand and two "Javelin+1" in inventory.
  • Try to equip another "Javelin+1" leads to "Superb Javelin" in hand, one in inventory and one "Javelin+1" in inventory.
  • Trying to equip the last "Javelin+1" leads to one "Javelin+1" in hand and two "Superb Javelin" in inventory.
  • Moving that "Javelin+1" back to inventory, leads to one "Javelin+1" and two "Superb Javelin" in inventory.
  • Reorder inventory leads to three "Superb Javelin" in a stack.

2. Test

  • Got 3 "Superb Javelin", can't stack them manually, so I make a reorder an got that stack.
  • Identifying the stack, got 3 "Javelin+1" as a stack
  • Equip them as secondary, got one "Superb Javelin" in hand and two "Javelin+1" in inventory.
  • Move that "Superb Javelin" back to inventory and reorder leads to three "Javelin+1" in a stack.
  • Doing that two times, so with two "Superb Javelin" an one "Javelin+1" and reorder leads to three "Javelin+1" in a stack.
  • Same outcome as Test 1 if I try that with the 3rd one.

3. Test

  • Splitting up the stack of three "Javelin+1" transform the Javelins I took away to "Superb Javelin".
  • Reorder leads to the stack of three "Javelin+1".
  • Equip the last "Javelin+1" and than put it back to inventory and reorder leads to a stack of "Superb Javelin"

4. Test

  • Splitting of the stack of three "Superb Javelin" (1+1+1), identifying one and than reorder leads to a stack of "Javelin+1".
  • Same if I split to 1+2 and identify the single one.
  • Same of I identify the paired.

5. Test

  • If splitting of the stack of three "Superb Javelin" (1+1+1) and identify them separately, I can equip and put back each of them and they still remain "Javelin+1" and that's the only case I can stack them manually.
  • Once I have stacked those "Javelin+1" manually or with reorder, I got the same issues as listed in the four tests before.


Syrinx
Level 4
2 years ago

My Rogue had picked up a  giant red potion, but had forgotten to give it to the wizard to identify. Later, I found another and the wizard identifed that one as a Superior Healing potion, and it looked the same, but it was still unidentified. Trying to stack it onto the identified potion succeeded, but made them both into UN-identified potions.

This should be changed. If you've identified something of X type, it's a waste of time to need to re-identify it. 

I agree 100%!  This is a case where in a TTRPG most GMs would just hand wave the rest of the ID process.  ID'ing 10 of the same +1 arrows in a stack one at a time is annoying micromanagement, whether it is intended, or it's a bug.  

Once you know what a +1 Arrow is, it would be smoother (from a CRPG perspective) to have the game consider all +1 Arrows as now identified (both in your current party inventory, AND those found later).  This is a case where hard and fast adherence to RAW becomes a waste of time, and speeding it up would be a QOL improvement to Solasta.