What can you tell us about the inventory system?
TL;DRMontreal is reworking inventory, with concept UI showing nearby inventories, search, filters, renaming and better tooltips, but it's only in concept phase, not in active development, with no delivery date.
Well, I'm personally not fixing it. However, the talented folks in Montreal are working on a rework at the moment, so I will share some concept UI of what they've been working on. So we're looking at some concept UI here. Obviously you can see there's a visual facelift, but the most interesting aspect to me isn't super obvious straight away, and that is that you'll be able to access other inventories that are nearby to you within proximity. If we start drawing, imagine we've got our storage box over here and then we kill the guy. Here he is. He's on the floor. So he would be accessible as well, as the tabs up here. And then the inventory box would be over here. Same on the other side. And so when you press I to access the inventory, you can then access the dead body's inventory, access your storage box, and you can start moving stuff around without having to directly go up to the body, go up to the box, press F. So it's much, much quicker to get in there and start looting. We'll just get rid of all this. If we focus in on one of the panels, you can see it's called Personal All. That's just the default; personal would be on the left. And it's "All" because it's showing everything that is stored upon your person at that moment. If you wanted to see what is in your backpack in particular, you have the side tabs. And then we have a search function which has been added in. If you were to click this, the search box would come out over here and you can search for the item that you want. You have your select all, your capacity, you have your filters. These filters are similar to the freight elevator, where you have the drop-down box with the subcategories here. And we're working on these filters being multipurpose. What I mean by that is, at the moment with filters, you click them once and it means I want to see these items. If you were to click them twice, it would hide that category of item. There are a lot of people with freight elevators full of decorations they don't really care about at the time, so they can just hide all the decorations if they want to. Clear filters, sorting options; when crafting comes in, this will be big, because you'll want to sort items by quality, that kind of stuff. And then tucked away in the corner is Stack All, so that's a nice quality of life addition as well.
Anything about maybe getting to name our boxes, label our boxes?
Yes, so this is your commodity box, and then this would be like a backpack, and one of the options will be to right-click and just rename them. So you could say, oh, this is my box with high quality channel lighting, whatever. We're not done. We've got tooltips and everything. So, as you can see, looking at the inventory, everything's a square now, instead of it being a mix of squares and long rectangles. That'll also be applied to the freight elevator, so the ship guns won't take up half the screen. You'll get a lot more information available to you. We have the equipment panel, where I know I just said they weren't long rectangles; these ones are, but regular weapons aren't, so I'm technically right, but I was a liar. You can equip your attachments super easily here. The 1, 2, 3 is basically the slot they're in, and then again, if you were to look at your ammunition, you can see which weapon it's viable with. If we go over to the character, we have all the slots. The slots would be shown by default here, and they're contextual, so if you want to quickly see the backpacks you have available to you, if you were to click the backpack slot, then the items will filter to only show the backpacks. We have the new tooltips, which are very nice: rather than being text, we have bars. Got a bit of info here. When we have crafting, the person who made it would replace the manufacturer, so it would show who it was crafted by. We have taken into consideration wear and tear, with integrity and durability. And I suppose you know there are more than three stats on a weapon, so if you were to right-click on details, you get the full view with the scroll bar, the attachments, and the description, which can be expanded. If you hover over an item of the same type, you'll see the comparison stats as well. You can make the icons bigger or smaller. If you've got bad eyes, you can make them a bit bigger. The thumbnails as well: obviously there's a problem where sometimes they don't load or sometimes they appear as horror glands. That's being worked on as well. We'll get that fixed. I think that's it. It's probably not everything. There's a lot of stuff going on.
It's not everything. We haven't talked about the imprinting and the stuff with item recovery v2 and stuff like that. But again, we just wanted to share a bit about at least the concept for the upcoming inventory revamp. For folks in the chat that are saying 2026, 2027: possibly. I'm not going to BS you here. It's not in active development right now. It's just in the concept phase of being spec'd out, and the work is being figured out, and then it will be scheduled. So none of us can speak to when it will be delivered. But that is the direction we want to go at this moment.