Capes, *****.

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Re: Capes, *****.

Postby Slayblaze » Sat Nov 03, 2012 6:25 pm

A backpack over the top of a cape would look a little odd, and there'd probably be clipping issues (depends if the cape has a "flowing" animation or if it's static like all other clothing) but maybe they can make it work somehow. One possibility is to give the cape an inventory like the backpack has, which is hopefully what they intend to do :)
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Re: Capes, *****.

Postby Mushibag » Sat Nov 03, 2012 9:48 pm

Slayblaze wrote:A backpack over the top of a cape would look a little odd

Backpack would obviously be under the cape... I can tell you haven't had much experience wearing a cape with your backpack.
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Re: Capes, *****.

Postby jorb » Sun Nov 04, 2012 1:57 am

colesie wrote:Dear Jorb, for the love of God please do not put capes in the backpack slot. I'm aware that this is the slot you've used for haven but gooby pls.


In that case you are wrong-aware, because Haven has a specific cape slot. :)
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Re: Capes, *****.

Postby Ass_Kraken » Sun Nov 04, 2012 4:21 am

But all the cool cloaks (Druid's cloak) took merchant robe slot. :( It still sucked even with hacked W3 inventory.
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Re: Capes, *****.

Postby colesie » Sun Nov 04, 2012 7:56 am

jorb wrote:
colesie wrote:Dear Jorb, for the love of God please do not put capes in the backpack slot. I'm aware that this is the slot you've used for haven but gooby pls.


In that case you are wrong-aware, because Haven has a specific cape slot. :)

No I mean, backpacks in Salem go where capes in haven go
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Re: Capes, *****.

Postby staxjax » Mon Nov 05, 2012 10:06 am

So I justed used my highest purity cotton to make a cape...

And the cape has no purity.


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Re: Capes, *****.

Postby Droj » Mon Nov 05, 2012 1:17 pm

haha, is there a Cape that unlocks with Cain & Abel?
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