<p><cite>Angahran-Bertox wrote:</cite></p><blockquote><p><cite>Dev-Ngreth wrote:</cite></p><blockquote><p>the "infusible" idea is technically possible... but we cannot "add" augment slots on the fly (infusible items are invisible augment slots)&nbsp; I would have to create a duplicate item for each item we want to be infused.&nbsp; So it is not very feasible at this point.</p></blockquote><p>How about this for alternative to duplicate items.</p><p>Add the Type 1 slot to the existing items and also add a &#39;dummy&#39; Type 1 aug to them.</p><p>Then, have the &#39;Infuser&#39; remove the dummy type 1 aug allowing the real aug from the powersource to be used ?</p><p>Ang.</p></blockquote><p>other than the masssssive data changes...</p><p>there i code involved as well.&nbsp;&nbsp; Powersources already don;t care what is in slot 1 and just force replace... so something would have to be changed to allow it to not stomp over the "placeholder" augment.&nbsp; Additionally we don&#39;t have a good way to add that hidden augment to items players have in the inventories, banks, guild banks, shared bank, shroud banks, corpses... etc...</p>

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