Issue with Equipment Slot Inheritance and Off-Hand Dependency

To the Development Team,

First of all, thank you for this incredible game. The atmosphere and quality feel truly next-gen (AAAA). However, I have encountered a significant mechanical issue regarding how the inventory slots interact with each other, which severely limits tactical flexibility during combat.

The Issue:
Currently, the character has 3 Main Hand slots and 3 Off-Hand slots. Logic dictates that Slot 1 (Main) should pair with Slot 1 (Off), Slot 2 with Slot 2, and so on. However, the game currently uses a “Global Inheritance” logic from the first Off-Hand slot.

Key Observations:

Dominant Off-Hand Slot: If a Shield or Quiver is placed in the first (left) Off-Hand slot, it works with any one-handed weapon in any of the three Main Hand slots.

Broken Vertical Alignment: If I place a Shield in the middle (2nd) or right (3rd) Off-Hand slot, one-handed weapons in the corresponding Main Hand slots (2 or 3) do not see or use it. Instead, they continue to inherit whatever is in the first Off-Hand slot.

Quiver/Torch Conflict: This applies to all utility items. For example, if I have a Bow in the 2nd Main slot and a Shield in the 2nd Off-Hand slot, but a Quiver in the 1st Off-Hand slot — the Bow will “see” the 1st slot’s Quiver properties, but any 1H weapon in the 2nd slot will ignore its own Shield and try to use the Quiver logic from the 1st slot.

Tactical Deadlock: This bug makes mid-boss weapon swapping impossible. If I want to switch from a Bow (with a Quiver) to a 1H Sword (with a Shield), I cannot do so effectively because the Sword will not “see” the Shield in its corresponding slot, inheriting the Quiver properties instead.

Impact on Gameplay:
This forces the player to stick to only one tactic. I am forced to choose between a Bow with Quiver properties or a Sword/Shield combo, but I cannot have both functional in different slots simultaneously. Switching weapons during a fight leads to inevitable defeat because the secondary equipment doesn’t activate correctly.

Question:
Is this an intended design limitation or a bug in the slot inheritance system? I would love to be able to switch between a Bow/Quiver setup and a Sword/Shield setup fluently, as the AAAA-level combat of this game deserves that level of tactical depth.

Thank you for your hard work and for creating such an amazing world. Keep going!

Best regards,
SERGIO

I am unsure what you mean. You can cycle main-hand and off-hand slots separately. Did you miss that you can swap off-hand weapons?

You can, if you’d like, bind both to the same key in the AccountSettings_LOCAL.dat file, such that you cycle between three ‘weapon sets’ rather than mixing and matching.

Interesting, that works without hiccups?

Silas

Not all the time, admittedly – there are some keys that exhibit a slightly glitchy behaviour, and some that work. A more involved (but robust) solution would be to create a keyboard macro with a slight delay, which should work all the time.

For that glitchy behaviour, using the following loadout:

Observe how the off-hand swap seems to be cancelled by the main-hand swap here (the shield is just briefly visible):

Thank you for the suggestion, Konrad. While binding both cycles to one key is a creative workaround, it doesn’t address the core design flaw. In a high-stakes combat environment, the game’s logic should inherently support tactical builds without requiring players to edit .dat files or set up third-party macros.

The Necessity of Vertical Alignment:

  1. Strategic Necessity: When I am surrounded, every millisecond counts. If I switch from a Bow to a Sword, I need to know my shield is instantly active to block a lethal blow. Currently, if the system is stuck on the “Quiver” logic from a different slot, I am left defenseless.

  2. Build Synergy (The “Specific Pairing” Rule): * Slot 1 (Ice Spear + Heavy Shield): I need this to block heavy mobs and prevent being knocked off cliffs.

    • Slot 2 (Bow + Quiver): This must only see the quiver properties.

    • Slot 3 (Fire Sword + Plague Shield): I need this for specific elemental parries.

  3. Redundancy of Slots: If the game continues to use “Global Inheritance” from the first off-hand slot, there is absolutely no reason to have three slots. It effectively reduces the player to one functional loadout, making the extra cells in the inventory UI a visual lie.

Proposed Solution: The game should prioritize Vertical Pairing (Slot 1 Main + Slot 1 Off-Hand). If an Off-Hand slot is empty, it could then default to the first available utility, but a filled vertical pair should always override global logic.

This isn’t just about “missing a button swap”—it’s about the game respecting the player’s tactical preparation. Without this fix, the combat loses the depth that the rest of the game’s quality promises.

Looking forward to hearing if the team plans to implement a true “Link Slots” logic.