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Is there a way to move the Inventory bar to either the left or the right of the screen? When I press "I" the Inventory appears right in the middle of the screen.
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IronArcturus: Is there a way to move the Inventory bar to either the left or the right of the screen? When I press "I" the Inventory appears right in the middle of the screen.
No, there's no way to move or resize any open panels. (Unless there's a mod for that, but I don't think there were ever too many mods made for this game.) Just get used to closing your inventory whenever you're not using it.
If you just want to keep an eye on how much room you've got left, I seem to remember there being a small numerical indicator somewhere along the bottom right-hand side of the screen, showing how many total empty slots remain in your pack(s), where the number will turn red when you're getting very low on free space.
Post edited March 20, 2020 by HunchBluntley
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HunchBluntley: No, there's no way to move or resize any open panels. (Unless there's a mod for that, but I don't think there were ever too many mods made for this game.) Just get used to closing your inventory whenever you're not using it.
That's too bad. I've noticed that Din's Legacy seems to have the same issue with the Inventory in the middle of the screen.
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HunchBluntley: No, there's no way to move or resize any open panels. (Unless there's a mod for that, but I don't think there were ever too many mods made for this game.) Just get used to closing your inventory whenever you're not using it.
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IronArcturus: That's too bad. I've noticed that Din's Legacy seems to have the same issue with the Inventory in the middle of the screen.
I'm admittedly not exactly super well versed in the various Diablo-descended PC-ARPGs, but I don't think more than one or two of those I've played have the inventory in a side panel and/or let you move the window around. (The original Torchlight does the former.) I can't imagine the inclusion of either of the above features became a very common thing in this subgenre until maybe the last four to six years.
It should also probably be noted that, as far as I know, all of Soldak's games -- going back some fourteen or fifteen years -- use the same (entirely homemade) game engine; the lack of moveable windows is probably something that the engine couldn't easily be made to support. (I've also heard that Din's Legacy is supposed to be the last hurrah for that engine. Hopefully this is true, and the next project will be on a different engine.) It could also be that this wasn't a feature the developer cared about, and he never got enough requests for it from players of the "pre-release" versions during the early access phases of his last two or three games.

Out of curiosity: what's the problem you have with this? I can't say it ever especially bothered me that the inventory was front and center, so to speak, especially given that I usually had the game paused whenever I was doing anything much with my inventory or any other personal/NPC window.
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HunchBluntley: Out of curiosity: what's the problem you have with this? I can't say it ever especially bothered me that the inventory was front and center, so to speak, especially given that I usually had the game paused whenever I was doing anything much with my inventory or any other personal/NPC window.
I just prefer to have the inventory either on the right or left side of the screen. When I'm moving inventory around, I want to see the screen in case my character gets under attack. With the inventory right in the middle of the screen, it just makes it more difficult to see.
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HunchBluntley: Out of curiosity: what's the problem you have with this? I can't say it ever especially bothered me that the inventory was front and center, so to speak, especially given that I usually had the game paused whenever I was doing anything much with my inventory or any other personal/NPC window.
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IronArcturus: I just prefer to have the inventory either on the right or left side of the screen. When I'm moving inventory around, I want to see the screen in case my character gets under attack. With the inventory right in the middle of the screen, it just makes it more difficult to see.
In that case, you'll be happy to know that you can freely pause and unpause while you have most any of the these kinds of windows open. You can even pause the game in combat, give the order to use a spell or ability, then unpause and immediately have the thing activate (assuming you have enough mana, the ability's not on cooldown, you have the right kind of weapon equipped, etc, etc.), then pause again, switch weapons, drink a buff potion, "queue up" another spell, unpause... :) Obviously, neither health nor mana regenerate while paused, nor do cooldown timers run out; but neither do quest timers advance, nor do damage-over-time statuses that you're under inflict their effects on you, and so forth.
Basically, play it like it's FTL and pause liberally. ;P
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HunchBluntley: In that case, you'll be happy to know that you can freely pause and unpause while you have most any of the these kinds of windows open. You can even pause the game in combat, give the order to use a spell or ability, then unpause and immediately have the thing activate (assuming you have enough mana, the ability's not on cooldown, you have the right kind of weapon equipped, etc, etc.), then pause again, switch weapons, drink a buff potion, "queue up" another spell, unpause... :) Obviously, neither health nor mana regenerate while paused, nor do cooldown timers run out; but neither do quest timers advance, nor do damage-over-time statuses that you're under inflict their effects on you, and so forth.
Basically, play it like it's FTL and pause liberally. ;P
Thanks! I didn't know the inventory still worked while paused.

Also, is the Demon War expansion worth it for Din's Curse?
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IronArcturus: Also, is the Demon War expansion worth it for Din's Curse?
It kind of depends on your tastes, to be honest.

Allow me to quote myself from a years-old post in another topic in this forum:
[...] The Demon War expansion adds not only a lot of new content like quest types, monsters, items, 1 new class (meaning 3 new skill trees for hybrid characters), etc., but a lot of new options in how you generate each new town. Personally, I'd recommend that, unless you're the sort of player that must have absolutely all optional content owned and installed before ever starting to play the game for the first time, you play the base game for a while [...] before installing the expansion, just to get a good feel for things. I played for months without Demon War, despite buying it at the same time as the base game[.] [...] In my experience, the new events and such greatly decreased how often I was able to save a town when playing with the "normal" town settings, compared to the base game.
Also check out this post and some of the immediately following ones in that thread for a little more info.
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IronArcturus: Also, is the Demon War expansion worth it for Din's Curse?
From another old post of mine that I think is also somewhat relevant to this question:
[...] under "Advanced Options" in the "Set Up World" screen prior to starting a new town, you can change:
- Pacing: "The pacing option effects [sic] how fast quests advance and how fast monsters respawn." XP penalty for slower settings, XP bonus for faster ones.
- World Size: "Changes the average depths of the dungeon." (Demon War only.)
- NPC Pacing: "The NPC pacing option effects [sic] how often the NPCs choose to do activities." (Demon War only.)
- Dangerous Monsters: "Monsters are more powerful on average. There are less of them though."
- Low Stress: "This town will not have some of the more stressful quests like town attacks. However, you get 15% less XP."
- Invasion Mode: "World starts with a 100 Wave Invasion quest." (Might be Demon War only, I don't recall.)
- Raging Hordes: "More monsters are running around than normal. They are less powerful than normal though." (Demon War only.)
Post edited March 21, 2020 by HunchBluntley