Under a Desert Sun: Seekers of the Cursed Vessel - Loot and inventory update
[h2]Overview[/h2][p]This milestone marks one of the largest technical and gameplay updates to date — a full overhaul of the loot, inventory, and item stat systems. From this version onward, every weapon and item in the game is dynamically rolled, stored, and managed through a unified inventory and loot framework.[/p][p]Instead of making a long text I decided to make a devlog. Easier to watch/listen too and it gives nice footage of how everthing works![/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]For the nitty gritty, here are the patch notes ;)![/p][p][/p][h2]PatchNotes B3.72[/h2][hr][/hr][h3]Additions[/h3][p]Inventory System[/p]
- [p]Implemented the complete inventory framework:[/p]
- [p]Players can store, equip, unequip, and drop items.[/p]
- [p]Items persist properly between sessions using a rebuilt save/load structure.[/p]
- [p]All previous saving paths have been unified into one logical system.[/p]
- [p]Added a character stats panel integrated into the inventory UI, showing live player attributes.[/p]
- [p]Implemented item slotting for weapons and other equipment.[/p]
- [p]Added full support for dropping and destroying items directly from the inventory.[/p]
- [p]Introduced the new randomized loot system:[/p]
- [p]Items now roll stats, rarity, elemental effects, and item skills dynamically.[/p]
- [p]Each base weapon can generate hundreds of thousands of unique variations.[/p]
- [p]Added rarity tiers: Common, Rare, Epic, Legendary, Unique (uniques = custom hand-made items).[/p]
- [p]Implemented a naming system that ties names to rarity, element, and skill effects (e.g. Shattered Frostbringer).[/p]
- [p]Integrated elemental roll logic with rarity weighting:[/p]
- [p]Higher rarity = higher chance for multiple effects.[/p]
- [p]Added early effect set: Overheat, Life Leech, Ammo Drain, Reflect Damage.[/p]
- [p]Item skills now roll per-item with rarity-based probabilities.[/p]
- [p]Added visual loot feedback:[/p]
- [p]Particle colors reflect rarity (gray → common, blue → rare, etc.).[/p]
- [p]Small item names and optional rarity pillars appear nearby loot.[/p]
- [p]Added Garand, Revolver, Sawed off Shotgun and MP40 weapon types.[/p]
- [p]Each weapon type now uses its own firing behavior and fire rate profile.[/p]
- [p]Added distinct “last shot” sound for semi-auto weapons like the Garand.[/p]
- [p]Prepared infrastructure for future armor and special weapon expansions.[/p]
- [p]Added loot cleanup system to automatically remove old drops and particles.[/p]
- [p]Rewrote stat display logic into a modular component used across UI panels.[/p]
- [p]Unified all weapon data handling for consistent saving/loading.[/p]
- [p]Implemented hooks for future vendors, chests, and loot sources.[/p]
- [p]Added developer debug tools to test roll distribution and performance under load.[/p]
- [p]Overhauled save/load stability to reduce corruption risk.[/p]
- [p]Refined weapon icons for clarity and consistency.[/p]
- [p]Balanced stat rolls and rarity progression for fair power curves.[/p]
- [p]Increased rare/legendary drop rates for testing purposes.[/p]
- [p]Integrated item stats directly into damage and combat formulas.[/p]
- [p]Improved audio-visual feedback for pickup and equip actions.[/p]
- [p]Enhanced tooltips to display full rolled stats, rarity, and effects.[/p]
- [p]Adjusted XP and stat updates to reflect gear changes in real time.[/p]
- [p]Streamlined item pickup to require a button press (no auto-pickup).[/p]
- [p]Tuned stat multipliers to avoid extreme outliers.[/p]
- [p]Laid groundwork for armor and additional item categories.[/p]
- [p]Fixed inconsistent save/load of weapon slot data.[/p]
- [p]Resolved dropped items not despawning after long sessions.[/p]
- [p]Corrected stat mismatch between UI display and actual values.[/p]
- [p]Fixed tooltip errors for rolled elemental and skill effects.[/p]
- [p]Corrected pickup prompt conflicts when multiple items spawned together.[/p]
- [p]Prevented negative stat rolls and invalid value generation.[/p]
- [p]Addressed null references during heavy loot cleanup cycles.[/p]
- [p]Fixed: Auto-rifles (Thompson, MP40, Shotgun) could have a delay on the first shot after idling.
They now reset properly and fire immediately as intended. ✅[/p]
- [p]Optimized loot entity handling to prevent frame spikes with large numbers of drops.[/p]
- [p]Reduced VFX load via cap on active loot particles and scheduled cleanup.[/p]
- [p]Improved determinism of stat roll calculations under heavy spawn conditions.[/p]
- [p]Verified full compatibility under Unity 6.2 (2.8.1f) with preserved save data.[/p]
[p]“With loot, inventory, and item systems now fully tied together — drops, rolls, rarities, elements, skills, equipping, saving, and cleanup — the foundation for the game’s progression loop is finally solid.[/p][p]Next up is populating the world with many more weapons and uniques to make that system shine. This update completely changes the game’s feel, and I can’t wait for you to get your hands on it.”[/p][p]— Raymond, Revolving Gear Studios[/p][p]Discord: https://discord.gg/g5fK7Df[/p]