PlaneShift

Task TypeIDPrivateCategorySeverityStatusOpened byAssigned To  ascSummaryLast Edited[[changedby]]
Feature Request5943NoNPCMediumUnconfirmedRoman YagodinAdd NPC with identification service12.08.201332 Task Description

With a plenty of crafted and looted weapons and armor around, there is a need for some basic identification service running by NPC (e.g. Levrus).

To make a ground for an business and relations between real players, NPC identification service should be:

1) expensive
2) less than 100% successful (how about 75%?)
3) limited by item quality / price

Feature Request5956NoEngineMediumUnconfirmedLusserallSome new commands /put [amount] item - /loot [item or a...20.11.201342 Task Description

/put [amount] item
Into a opened container even when non selected for like sacks that are in your inventory.

/take [amount|all] [stack] [item]
Out of a opened container even when non selected for like sacks that are in your inventory.

/loot [group] [item|all|trias]
Loot a specific item or all items without opening the loot window.

Feature Request5957NoUser InterfaceMediumUnconfirmedLusserallSome Shortcut/Options window features LShift/RShift++03.04.20131 Task Description

Not all shortcuts from shortcuts window are in "Options→Controls→Shortcuts"
If you set/change a key in shortcuts window the key does not get set/changed in options window until you relog.

The following is not really a bug but more feature request
If you set a key you can set
LShift - RShift
LCtrl - RCtrl
LAlt - RAlt

But if you make key combos it will just turn to
Shift+key
Ctrl+key
Alt+key

Would it be possible to set
LShift+key
LCtrl+key
LAlt+key
RShift+key
RCtrl+key
RAlt+key

That will open up allot more possible key combinations.

Feature Request5973NoCrafting TransformationsMediumUnconfirmedKaerli StronwylleSome form of support for 'in the field' crafting would ...16.04.201312 Task Description

Currently, all crafting requires a full setup of equipment (fixed-in-the-world crafting containers) for that craft. This makes sense for some crafting skills such as blacksmithing and to an extent alchemy; however, basic cooking and herbalism (and other crafts TBD) should be possible with only portable crafting containers (such as a campfire and pan or a simple, portable mortar and pestle). This would also require new crafting books: “Campfire Recipes” anyone?

Bug Report5983NoMiscMediumUnconfirmedJThompsonMusic sheets not displaying correctly.16.04.20133 Task Description

Several times now a sheet of music I have been editing would, after I closed it and reopened it, display only the first line, even when I went back to edit mode, had already saved it, loaded it to a second sheet, and restarted the game.
Needless to say, this is making it impossible to finish writing the piece of music!

Feature Request5984NoMiscMediumUnconfirmedJThompsonNaturals in music16.04.20132 Task Description

Since you can set the sharps and flats for the overall piece of music, you should be able to insert naturals. Otherwise, if you need to cancel one of the sharps/flats for the key you are using anywhere in the music, your only alternative is to write in all the sharps and flats throughout by hand.

Feature Request5985NoMiscMediumUnconfirmedJThompsonMusic - Numbered Measures, Ability to play part of a pi...16.04.20131 Task Description

It would be helpful if measures were numbered.
It would be extremely helpful for writing music to be able to just play the last measures added. It would be useful for RP purposes, too, since that is how one often practices a piece… working on one section at a time, or you might want to share part of something you had written.

Bug Report5989NoModels and MapsMediumUnconfirmedKaerli StronwylleMap leak in bdoorsin leads to "unleak" and subsequent c...03.04.2016 Task Description

/pos: bdoorsin -180.54 19.71 -864.52

How to reproduce: Run into the area between the large boulder and the cliff face there.

What should happen: Your char should, at worst, have to /unstick out of it, or be respawned due to the map leak.

What does happen:

  1. Your char (sometimes) gets ‘leaked’ off the map and starts to fall through it
  2. As your char falls, they get put back in the normal map area because of the concavity of the cliff face below the path there.
  3. Result: a DR trip, because your character goes “splat” at the bottom of the Bronze Doors canyon.
Bug Report5991NoItems CharacteristicsMediumUnconfirmedDan Johnsonguard command bug18.05.20131 Task Description

Over numerous days my character has left items on the Gug altar. After un-guarding them with /guard they are checked and seen not to be guarded by the character anymore. Upon return on a subsequent login they are found to be guarded by the character again. The same items have been un-guarded several times with the same result.

Feature Request6010NoPetsMediumUnconfirmedThomas Tautenhahnloot option for /pet command27.05.201313 Task Description

It would be cool to have a new option for the /pet command to loot selected targets

i.e.: /pet Bob, loot

Could be very useful for an archer. Just like a dog for real hunters.

Bug Report6017NoMiscMediumUnconfirmedThijmenproblem with registering at the forum31.05.202021 Task Description

when i try to register for the forum the last question is broken: what is the name of the underground version of the stalactite?
the answer should be stalagmite. (so far i tried several typos on both stalagmite and stalactite).

Feature Request6019NoEngineMediumUnconfirmedHirene PenifurDequip command should stack identical items09.06.201344 Task Description

We’d like if the /dequip command would stack the same type and quality items in inventory when it’s used in shortcut.
It’s important for crafters, especially in case of hammering chain mail rings, but also would come handy for blacksmiths, blade or shield makers who want to separate Q300 items from other qualities which ones require more work.

In case of armor making crafters used to drop and pick up all the rings to stack the Q300 ones, since /pickup command do the stacking on same quality items. (This breaks immersion of role players, especially at Harnquist.)

The function also would prevent accidental manual grouping of non-Q300 items (blades, ingots etc.) with the carefully selected Q300 items in a slot.

CRAFTERS! Please vote and/or comment!

Bug Report6025NoEngineMediumUnconfirmedJThompsonCrafting confusion -erroneous error message11.06.2013 Task Description

I was working on a batch of Liquid Bread Rise and kept getting “You are not sure what to do with this.” I realize this will probably be nearly impossible to reproduce so I’ll try to explain as best I can exactly what I was doing.

I had started by combining the ingredients (1 Foaming Water, 2 Pinches of Salt, 14 Scoops of Lard) on the preparation table, yielding Unmixed Liquid Bread Dough. Then decided to combine them in the wooden bowl so I could go straight to the mixing step. I had already combined 3 when I switched. I added the ingredients to the wooden bowl and combined, letting it automatically do the mixing step, and this worked fine. The I tried to mix the Unmixed Liquid Bread Dough I had previously combined on the table and that is when I got the “You are not sure what to do with this” message. As long as I combined the items in the wooden bowl and then mixed them I had no trouble. If I tried to put in previously combined Unmixed Liquid Bread Dough it gave me the error message. Several times I reflexively hit the Take All and Stack before it was mixed, and when I tried to put it back in the bowl and mix it I got the error message.
Eventually I had to stop and measure out more scoops of lard, which required switching my wooden spoon for the scoop, since I was also holding a Dagger of Seduction (and wearing a Merc Helm of Seduction, if that matters). After I switched back, I was able to mix the Unmixed Liquid Bread Dough without any trouble… for awhile. (I didn’t realize right away that was what made it work)
Eventually though the problem popped up again (when I prematurely grabbed the mix before it was done, and tried to put it back and finish mixing it, it said “You are not sure what to do with this”) Again, the problem resolved when I switched to measuring lard and back. This happened three times in all. I didn’t put together that it was when I switched tasks that it started working until the third time it happened, so I didn’t have a chance to try just switching tools to see if that was what was fixing it.

Feature Request6027NoInventory/ItemsMediumUnconfirmedHirene PenifurDisplaying Quality of the stored items in storage windo...14.06.20132 Task Description

I think it would be nice to see the actual quality of the stored items too in the storage.

Now, you can see the amount, the price and the name of the item.
Sometimes with lot of similar items but with different qualities, it could help you to chose what you need.
At the moment, you need to click on each same named item stacks to see what you need.

I know it would reduce the maximum number of the storable items per category, but considering the long names of looted items, I think this 8 bytes wouldn’t make big difference.

Feature Request6029NoCraftingLowNewHirene PenifurNew skill: creating magical scrolls19.08.202226 Task Description

I think it would be nice if mages would be able to make magic scrolls, on the same patterns as you can enchant gems, you could enchant a paper by spells.

Then anyone could use that scroll to cast magic without magical knowledge, so a crafter or fighter character could use identifing, healing or other type of spells.
The power of the spell and the duration would depend on the quality of the scroll, and that on the way level of the mage who created it.

Scroll would be crafted from papers on the same way as you make enchanted crystals from gems.
It could use an ‘intermediate object’ or multiple glyph enchanting on a single paper would do it too.
For example, if a spell is a 3 glyph combination then the crafter would need to use those 3 glyphs (in the right order?) to apply the spell on the scroll.

Using the scrolls would work through the /use command.
/use Scroll of Healing Flash
/use Scroll of Analyze Dweomer
/use Scroll of Fist of the Volcano

The script should consider what is targeted, if an item is targeted, you could use identifing, if a mob or player has been targeted you could use the spell on the target too for attacking or buffing.
You also would be able to cast spells on other players that are only allowed now to cast on yourself like Dome of Perfection.

I already discussed it with weltall, who doesn’t see technical limitations in implementation yet.

Feature Request6030NoQuestsMediumUnconfirmedHirene PenifurIdea about making crafting skills less grindy20.06.201312 Task Description

I think it would be a great feature to make a new type of NPC quests on working title "Skill quests".
It would work similar to the current quests are being developed, so you can get repeatable quests from NPCs regarding to your current skill levels, like cooking/baking quests from Harnquist.

These skill quests would repeat daily (or in any other considered time periods) and crafters could pick orders up from their trainers or other NPCs.
NPC places an order on crafting a certain item that player need to craft and would get huge amount of SKILL PRACTICE as reward for fulfilling the order.

It wouldn't touch the current skill progression system, so someone could 'grind' a skill if they wish to do that.
But we all know, how slow it is now to progress in any crafting skill.

See an example:
The rule settings team think, someone has spent 3 months with developing their blades making skill, should be at level 100 in blades making without grinding.
If a player would play regulary and come back on 60 days, and does the skill quests from NPC, they would get enough skill practice to reach level 100.

Let's say the next level of the skill would take 2 hours of mindless grinding.
But if the player would come back regulary and would do the skill quest, they could reach the same level with making (let's say) 3 products for order.
The items to be crafted would also be different, regarding to the skill level of the player and what items are craftable in the skill.
So, a player would be asked to make a sabre, a falchion, an axe or a shortsword for example.

The advantage of the extended system would be:
- rule settings developers could define a minimum time within someone should reach a certain level in their skill
- the players wouldn't need to grind all playing time spent in PS to reach their skill levels, so they could role play more or work on other skills
- the players would come back more regulary to develop their favorite skills, because the quests would repeat daily

Feature Request6043NoEngineMediumUnconfirmedJThompsonEditing books- hitting OK closes the book07.07.201322 Task Description

When you are editing a book and you hit OK to indicate you are finished it closes the book altogether, so you have to reopen the book to see the changes. Since formatting can take quite a bit of trial and error, it quickly becomes annoying to constantly have to reopen the book. With music and maps, when you finish editing you simply click the Edit icon again and it exits Edit mode, leaving the music/map open. It would be nice if books worked the same way.

Bug Report6047NoQuests DynamicsMediumNewMario RohkrämerQuests with sparse automatic quest notes29.06.20135 Task Description

There are quests with almost no automatic quest notes documenting the progress, except for the first note describing the purpose of the quest. This is especially annoying when you have to get a specific number of items and need to scan your logs, like in old times before automatic quest notes were implemented…

Open quests are in italics, the rest is already completed.

  • A Hammer for Hamel (Hamel Warson; only 2 notes, the second is confusing - sounds as if the quest failed)
  • Drinks in the Deep (Crosh Dunehammer)
  • Get a Performance (Roya Vuntarr; just started, but already missing a log of the direction where to go)
  • Harnquist Weapon Commission (Harnquist)
  • Introduction to Science (Durok Rrecrok)
  • Ring of Familiar (Levrus; just started, but already missing a log of the required ingredients)
Feature Request6097NoMagic SystemLowNewnobody specialrefresh spell duration instead of failure17.12.202258 Task Description

spells that give buffs should have their duration reset upon further castings instead of casting having no effect within the spells duration.

If I cast defensive wind, currently subsequent castings have no effect while the spell is active. Could this be changed so that the second spell restarts the duration timer?

Bug Report6100NoMovementMediumUnconfirmedErtekyTrader NPCs in movement10.10.20133 Task Description

When you trade with and NPC and it is walking, it won’t stop, and you will no longer be able to buy or sell anything from it, since it will be far away from where you started to trade…

Feature Request6101NoCombatMediumUnconfirmednobody specialallow ungrouped combat when attacked07.08.201318 Task Description

I am sitting in the gold mine near ojaveda and another player is hunting the ‘nauts. one of them runs away from his attack and starts hitting me. I get a few messages about those hits then a message that I have to be grouped with the other player when my auto-retaliate kicks in. This is not right. It is the behavior that has been implemented but I should be able to attack anything that is attacking me.

Feature Request6137NoEngineMediumUnconfirmedSlissChat window while loading new map24.08.2013 Task Description

I would like to continue chatting while I load to a different map. Can the chat window become independent and on top of all windows?

Bug Report6148NoEngineMediumUnconfirmedKris EricksonHaving issues with drifter - unable to name and two in ...07.09.20131 Task Description

(I think the severity is low, but I was unable to change it.)

I have spent days trying to name my drifter with various names. I have confirmed I am using the correct command. /pet name [name] while having the drifter highlighted. I also tried various versions of this…
/pet name {name}
/pet 1, name [name]
/pet 1, name {name}
along with many, many different names. They all come back invalid.

Then, after several days of trying, I received the message, “You have no familiar to command.” So, I tried to dismiss my familiar and received the message, “Your pet has already returned to the netherworld.” I was standing there, in game, looking at the glider when I received all these messages. So I tried to summon the pet and another one popped up, so I had two in game at the same time, both named, Aszrai’s Familiar.

If nothing else, please remove the second (or both) familiar from the game. But it would be nice to find a way to name my familiar, but not a priority.

I have an image, which shows them both near the smithy in Hydlaa, but I was unable to figure out how to attach it here. I’m sure one drifter will stick around at the smithy for quite some time.

Thanks for your time and help!

Bug Report6172NoUser InterfaceMediumUnconfirmedRasaratInterface>Advanced-Chat>Main chat brackets option broke...03.10.2013 Task Description

This appears to be an option to have lines that appear in Main chat prefaced by origin e.g. [guild], [alliance], etc., provided a user has filtered messages from other chat tabs to appear in Main. However, it seems to work whether or not the option is enabled. Is this a bug or just deliberately no longer an option?

Bug Report6177NoUser InterfaceMediumUnconfirmedRasaratInterface>Advanced-Chat>'Auto Tab selection' options br...14.10.20131 Task Description

Regardless of which of the three options is selected, communication seems to switch the active tab automatically to Main if the current tab can't display it. Bug or intentional?

Feature Request6181NoPetsMediumUnconfirmedAdamMOUNTS: System Alert Sound/Message In CHAT (SYSTEM TAB)...08.10.2013 Task Description

When a player summons a mount (creature to ride on), eventually the creature disappear depending on how high Empathy skill is.

When trying to use the RING Of SUMMON FAMILIAR again, it says it's depleted and can't be used.

Please kindly create an ALERT in the MESSAGE TAB of chat telling player how much time remaining is left to wait for the ring to be used again with a countdown and then a sound effect that reminds the player that magical energy is now regenerated in ring.

Feature Request6182NoTraining & SkillsMediumUnconfirmedAdamStats And Skills Menu (Skills Not Yet Implemented Color...11.10.20132 Task Description

Many Skills are NOT yet implemented, which is perfectly understandable.

Please kindly HIGHLIGHT with another color (representing NOT YET IMPLEMENTED) which skills have NOT been worked on yet.

This will greatly help ALL players know which ones are full completed and which ones are not, especially NEW PLAYERS who won't waste time trying to figure out what has not been worked on yet.

Recommended Color: Bright Purple (easy to see and readable)

Feature Request6183NoGuilds/GroupsMediumUnconfirmedAdamGuild House (Replace Key System With Keypad Code System...14.10.201351 Task Description

GET RID OF KEYS and replace it with a keypad code when door is clicked.

Player who has been given keypad privileges after being accepted to guild now can simply CLICK DOOR and enter a password.

IF password is correct, THEN the player magically gets teleported inside.

IF Guild Leader feels any guild member is exploiting their access powers and making a mess inside (like stealing), THEN access is revoked in the GUILD MEMBER screen by right clicking player name and option called REVOKE KEYPAD USE. Only Guild Leader and PERMISSIONS for specific Member Levels can change this back and forth.

PROBLEM SOLVED.

Bug Report6190NoEngineMediumUnconfirmedRezso GajdoczyRemoving guilds from alliances (/guildremove)14.10.2013 Task Description

messages.cpp misses another operand?

if(command == “/newguild” || command == “/endguild” || command == “/guildname” || command == “/guildpoints” || command == “/allianceleader”)

 {
     guildname = words.GetTail(1);
     return;
 }
Bug Report6191NoEngineMediumUnconfirmedRezso GajdoczyCommand - /guildmotd14.10.2013 Task Description

Setting guild MOTD is accidently tied to public notes privilege?

guildmanager.cpp

  if ( ! IsLeader(client))
      if ( ! CheckClientRights(client, RIGHTS_EDIT_PUBLIC, "You do not have rights to change the message of the day in your guild."))
          return;
Bug Report6193NoGuilds/GroupsMediumUnconfirmedRasaratCommands>Guild commands>/setmemberpermissions16.10.2013 Task Description

My understanding is that /setmemberpermissions [member-name] should allow a user with editing permissions to set/change individual guild member permissions, but the command seems to be broken. A bug or intentional?

Feature Request6198NoEngineMediumUnconfirmedSlissincrease stack per category limit of 200 to 30009.12.202232 Task Description

I would like the limit of stacks per category being increased. As Alchemist (one of my occupations ;-)) I need to store from a lot of essences with different quality for the best quality products. While this limit was set after my category was already over the 200 i have a double problem as I cannot work. whatever I take out I cannot put back. So I am looking for the old style mules to help me out? I guess it is better to increase the limit a bit more. 300?

Feature Request6200NoUser InterfaceMediumUnconfirmedRykiaProvide VIEW ONLY for stored inventory26.10.20131 Task Description

October 25, 2013 If 'User Interface' the wrong "Area", please move this request to where it should be.

This feature request is to provide a VIEW ONLY capability for stored items in our inventory, regardless of where we are located in the game. To be able to view exactly what we would see if we were standing in front of a storage NPC would be ideal and would be in character.

We could sit for hours and log all of our stored inventory items in a book and update it, but gaming is meant to be fun.

By granting this request it would be easier for players to:

  • Help new arrivals to PlaneShift
  • Help merchants know exactly how many items they have stored away that could be sold at the marketplace
  • Grant auction requests much faster since we wouldn't need to run to a storage NPC to see if we have the requested item
  • Complete quests. For example, we'd see we only need 2 more tefu-skins or one more gold ingot to complete a quest
Feature Request6205NoEngineMediumUnconfirmedSarah McCraySeriously? Why no maps?01.11.20134 Task Description

every other game I’ve played helped its players out with a world map and mini map. in some of them, some areas in those games might not have allowed maps. but they all had maps. why doesn’t PlaneShift have a map system to help us navigate? or at the very least give us a compass!

Feature Request6215NoSettingMediumUnconfirmedErodare LenizusFrequent Flier Miles12.11.2013 Task Description

Pretty much says is all. Possibly depends on  FS#5366 

Venalan will understand :)

Bug Report6217NoMiscMediumUnconfirmedWade EilrichIncorrect grammar on website Story section13.11.2013 Task Description

Drifters Section

“This gas is highly acidic and damages a persons equipped items if they stand in the mist.”

This should be changed to:

This gas is highly acidic and damages a person’s equipped items if they stand in the mist.

Note the apostrophe to indicate a singular possessive noun (person’s).

Feature Request6221NoMagic SystemMediumUnconfirmedErodare LenizusOver-charged Mana Cost18.11.20135 Task Description

1) For damage capped spells, sliding the power bar above the point where max damage is produced, mana cost is over-charged against the character, in addition to lowering success chance and increasing casting time more than appropriate.

2) If the kill shot (magic) produces more damage than needed to finish off the target, full mana cost is charged even if not needed.

I think it would be more appropriate if the mana cost was down-scaled to the net effect:
- if target only has 30 hit points left, a 60-point damage spell should only charge half the mana
- if target only needs 5 hit points to be fully healed, a 60-point healing spell should only charge 1/12th of the mana cost
- for area spells, calculate against sum effect on all impacted targets.
- if you’re going to cap damage, should also cap mana cost and not over-penalize in success chance and cast time when the slider is set too high

Where I’ve referenced the magic power slider above, same should be true for spell commands that explicitly have a power value
- i.e. “/cast 90 Taste of Death”

Justification: The mage should be able to determine if a “light touch” will suffice, but players have no way to turn down magic power to improve success chance and/or reduce mana cost and casting time.

Taking this a step further, practice and experience perhaps should be similarly down-scaled, with the possibility of giving none if no actual effect is the result (this would impact spam casting for power-leveling).

Feature Request6222NoMagic SystemMediumUnconfirmedErodare LenizusDial Down Magic Power18.11.20132 Task Description

Objective: Let mages dial down the power to suit their needs of the moment, and accordingly the mana cost, time to cast, improved success chance.

The /cast command should accept power values from -99 to +99

The power slider should center at zero and sliding left should dial down to -99 and sliding right should dial up to +99

Perhaps -50 to +50 would work better?

Perhaps practice and experience should be dialed down accordingly as well?

Bug Report6239NoSoundMediumUnconfirmedErodare LenizusElectrotouch Sound Is Unpleasant03.04.20142 Task Description

Perhaps it's just me, but while Electrotouch is in effect there's a constant grating buzzing sound that just hurts like nails on a chalkboard.

Bug Report6240NoEngineMediumUnconfirmedRoman YagodinBook use commands mess21.11.20131 Task Description

For crafting book /use command equips book in mind slot - and it’s OK, I think.
But how to open crafting book for reading, as of RMB click in inventory?

Then dragging a book from inventory to shortcut window, /use command is created.
But /use command for common book just results in a book, equiped in righthand slot (in case it’s empty).
Book isn’t opened for reading nor writing, so where is no result of using it. So no /use…

After equipping a common book in a hand slot, /use [slot-name] command just kills the psclient… This one really unexpected :(

/write [item-name] command syntax not working on a writable book, resulting message is: “You cannot write on this item” -
but this syntax described in a Help window! And /write [slot-name] syntax works as expected.

I think it’s clear that /read command for a books must exist to make complete set. Some use cases:

* want to read any book - use /read [item-name] or /read [slot-name]
* want to write to a writable book - use /write [item-name] or /write [slot-name]
* want to equip / dequip any book - use /equip and /dequip commands

Sane default results for /use command:

* Crafting book - equip in a mind slot.

It's a reference book, to take a look from time to time in a crafting process, after all.

* Common book and writable book - open book reading window. Using a book in a real world means “read it”.

Other "uses" (as a blunt weapon, fuel, press-papier, etc.) are less common.
Feature Request6244NoEngineVery LowPostponedErodare LenizusDrop Skill Button07.12.201371 Task Description

On Skill window, add a button to drop the selected skill, with a Yes / No confirmation.

This would execute the equivalent of “/setskill me <skill name> 0” (or something close to that) removing all training, practice, rank, etc.

Would do nothing on stats / factions tabs.

This would allow players to remove skills they’re no longer interested in, don’t fit the character they’re developing, deprecated skills, not-yet-implemented skills, or skills acquired from the character generator that the player considers extraneous or unnecessary.

No compensation should be given for the lost ranks, practice, etc. and that should be stated in the confirmation dialog, along with a clear advisory that the action is permanent and irreversible.

Unless we’ve sweet talked a GM into doing it for us, we often have extra skills with a rank of 1 or 2 that we may have inadvertently trained or practiced and they clutter up the list view of skills, as they’re not suppressed by the Filter feature.

Bug Report6261NoSoundMediumUnconfirmedJonSound effects based on camera position, not player25.11.2013 Task Description

I've noticed that the sound effects for things like fountains and fires seem to be based on where the camera is located, not where the player is.

To demonstrate, go to 3rd person follow mode and move the camera well back from the character. Position the character near a sound generating item (fireplace in front of temple works). You won't hear it. Move away from the object so that the camera is next to it and you will hear it.

Bug Report6269NoEngineMediumUnconfirmedErodare LenizusForward Non-Chat Keys To Shortcuts29.11.20131 Task Description

In the current state, if you have focus in the text box of the chat, none of your shortcut hotkeys work, even if they’re mapped to keys that do nothing in the chatbox, such as F1-12, Ctrl, Alt, Tab, Pause, etc.

I’m filing this as a bug report, because either this should be “fixed” so we can map shortcuts to such keys so they will still work while chatting, or the team can decide this is “not a bug” and close it.

The “fix” therefore, is to trap only those keys that chatbox can deal with, and forward anything else to the shortcut processor, so while typing in chat W A S D would be trapped in chat, and F3 would fire the shortcut it’s mapped to.

Bug Report6272NoEngineMediumUnconfirmedNoobMaster's Dark Way Wand Crashes12.04.201432 Task Description

Crashes sometimes occur while unequipping a Master’s Dark Way Wand or mounting while it is equipped.

Feature Request6278NoUser InterfaceMediumUnconfirmedAndrew DraskoyUse object equiped in sword hand if no object is focuss...05.12.20131 Task Description

A UI improvement: This would make things much more convenient for spells like Dweomer Detection, but generally in cases where an action is performed on an object such as repairing weapons and armor. It would be great if the object of the action was (first choice) an external object that you have in focus. If there is no such object, use the one in the sword hand.

Right now, there is a mix of both of these things implemented. This would make it consistent and convenient. Right now it's quite awkward to have to drop an item, and then focus on it before casting a spell on it.

Bug Report6319NoMovementMediumUnconfirmedKaerli StronwyllePlayer character in two different positions at the same...04.01.2014 Task Description

The screenshots pretty much tell the whole story.

1) Have char A (Primatus for me) enter the GH and sit on some furniture.
2) Have char B (Sabor) log into the GH.

A on A’s client is atop the furniture, while on B’s client A is in the furniture. Probably a symptom of the known issues with object spawning in PS, but still….really guys?

Bug Report6323NoMagic SystemMediumUnconfirmedDaevaornMounted shape-shifting results in wrong speed13.01.20141 Task Description

When you use a shape-shifting spell like Gorwealform (assuming the same holds for Polymorph) while mounted, the speed is not set correctly and you can reach no more than walking speed afterwards.

Bug Report6332NoClient start-upMediumUnconfirmedRigwyn SetsonCrash starting client14.05.20143 Task Description

This is kind of stupid, but I noticed that if you run pslaunch, then click on “Play” before the client version and launcher version is displayed, the client will crash. It might not hurt to lock the play button until the launcher is fully initialized. Its a small bug, but probably quite easy to fix.

Bug Report6338NoInventory/ItemsMediumUnconfirmedMario RohkrämerQuest NPC took armor from my hands09.02.2014 Task Description

(Merrinez’ Bad Mood)

When I carelessly executed the reply “Thses might help your hands.” (typo fix is probably already pending server update), the gloves my character wears disappeared from his hands, and Merrinez received them. I thought worn armor is not considered to be taken in quests?

Bug Report6341NoCombatMediumUnconfirmedDan JohnsonDark Rogue Bug28.03.20142 Task Description

When one kills a Dark Rogue in the BD Mine after having it chase one down towards the main corridor they fall to the ground and then float away. Even after catching up with them one is informed that they are too far away to be looted.

The range seems to be when they are out of range to call for help.

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