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Feature Request | 6554 | No | Engine | Medium | Unconfirmed | mike loeven | | add petname overload to the /mount function for automa... | 13.08.2014 | | |
Task Description
i would like to see an overload for /mount where you can simply call /mount <petname>
if the pet is not in world the pet will be summoned and than targeted automatically prior to the mount command. if the pet is listed as summoned the command will attempt to target the pet prior to mounting. if the pet is in world but out of range the command will give the normal error for being out of range.
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Feature Request | 6563 | No | Engine | Medium | Unconfirmed | mike loeven | | depreciate /stand and use /sit as a toggle | 06.09.2014 | | |
Task Description
why in gods name we have a seperate sit and stand command is beyond me in fact it is completely idiotic. there is no need for /stand in a game that is properly programmed
/sit should perform both functions act as a toggle
void sit() { if(player.isSitting) player.stand(); else player.sit(); }
with as script like this the /stand command can be removed from the game simplifying shortcuts.
additionally the addition of a sit right click action on specific furniture should be added to ensure that characters who wish to appear sitting in chairs will be properly snapped into position and animated as such
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Feature Request | 6568 | No | Pets | Low | New | mike loeven | | Pack Animals and or Carts for Merchants or Miners | 22.08.2014 | | |
Task Description
Now that we have a working pet AI that can properly follow a player it may be an appropriate time to suggest the addition of something to cater to tradesmen such as traveling merchants and miners who are frequently overloaded by the weight of their inventory.
There is already evidence of large beasts of burden and carts in game and it may be time to implement Pack Animals or a small cart you can pull yourself to increase your overall carrying capacity. aside from the obvious utility value it would also add some RP value allowing merchants to sell directly out of their carts and have enough inventory on hand to negotiate deals along the roads.
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Feature Request | 6606 | No | Engine | Medium | Unconfirmed | Joe Lyon | Joe Lyon | GM notes facility | 14.12.2014 | | |
Task Description
GMs should have the ability to add, edit, delete notes on players.
command line commands : /note ‘playername’ ‘comments’ /note list /note delete id
GM console interface : -when you click add you get ‘enter player name’, and then comments -GM can then read them, edit them, or delete the whole thing -permission level required to edit/delete configurable
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Feature Request | 6607 | No | Engine | Medium | Unconfirmed | Joe Lyon | Joe Lyon | better system of managing traits for base character, pe... | 23.09.2014 | | |
Task Description
we need a facility to allow morph, scaling, settrait and related commands to be in effect for the current login -OR- persist across logins -OR- permanently change the base character. Obviously there should be appropriate permissions requirements especially for changes to the base.
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Feature Request | 6608 | No | Engine | Medium | Unconfirmed | Joe Lyon | Joe Lyon | GM Loadchar and savechar commands | 23.09.2014 | | |
Task Description
commands to save or load a character stored in an xml file. Should be able to specify short term, persistent or base level characteristics.
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Feature Request | 6631 | No | Engine | Medium | Unconfirmed | Venalan | Joe Lyon | Study window filter bug | 04.06.2020 | | |
Task Description
I would be nice to have the option to set the filter string to “item names” or “processes”. Such that you could search for an item “battle axe” and only see the steps under the heading “battle axe*” or search processes for things like “apple” and see every step that uses an apple.
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Feature Request | 6653 | No | Engine | Medium | Unconfirmed | Joe Lyon | Joe Lyon | New Crafting Gui - what happens if the crafting produce... | 19.10.2014 | | |
Task Description
test case
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Feature Request | 6655 | No | Engine | Medium | Unconfirmed | ZunnaGM | | New Gm command - Resize item | 20.10.2014 | | |
Task Description
It would be awesome if GMs could have a new command that let them change the size of item such as carpet, pillow, vase, etc… Kind of the same system as GM use now to resize characters and npcs (example : Gorgan the giant). It would kind of triple the number of items available for decoration and events without adding any in the database.
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Feature Request | 6760 | No | Inventory/Items | Medium | Unconfirmed | nobody special | | Change apple to type plant part | 08.01.2015 | | |
Task Description
I would really like to loot food ingredients that cannot be gotten another way and not have to loot apples. If I want apples I can /harvest or /pickup them. with this change I could add food to my /loot shortcut and not miss out on lard or meat. I don’t think there is another lootable foodstuff that has multiple kinds of sources.
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Feature Request | 6780 | No | Engine | Medium | Unconfirmed | Joe Lyon | Joe Lyon | Scriptable Ojects | 31.01.2015 | | |
Task Description
Courtesy of Rigwyn, on forum wishlist http://www.hydlaaplaza.com/smf/index.php?topic=42019.msg474950#msg474950
The player would define a starting state, a series of "qualifiers" controlling a custom menu of "actions" that may be taken on the object.
Qualifiers could check attributes, skills, possession of an item, or internal counters.
Each action could execute one or more commands, for example /shout, /say, or /tell to the person who acted on it, or update its description or internal counters.
All descriptions and internal counters would be shared to all clients within range as well as persist.
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Feature Request | 6785 | No | Magic System | Medium | Unconfirmed | Calmus | | glyph order in spell research should not matter | 16.02.2015 | | |
Task Description
Even with the recent improvement of the spell research behaviour, I think it is a bit tedious to find spells with 3 glyph combinations or spells with 2 glyphs of 2 different ways.
I propose that the glyph order doesn’t matter in the assemble slots.
Wouldn’t it also be more logical if the glyph order doesn’t matter?
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Feature Request | 6795 | No | Crafting Transformations | Medium | Unconfirmed | Noronel | Tuathanach | Remove confusing Broadsword crafting steps | 22.06.2015 | | |
Task Description
I noted that previous bug report 4573, similar in nature, has been closed. I reached out to GMs and it was confirmed that once a broadsword has been furrowed into a blade then the only option is to then make it into a kit. The flow as of 04/04/2015 looks like stock>alpha>beta>delta>brittle>dull>rough>blade (gap) heated>super>red>stock.
If the expected results of working broadswords is to have them be a one time blade, then these extra steps (heated>super>red>stock) are confusing. If the expected results is that the broadsword should be able to be worked from stocks to blade to stocks then currently the step to make the (final) blade into a heated blade is missing.
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Feature Request | 6802 | No | Crafting Transformations | Medium | Unconfirmed | Kaerli Stronwylle | Tuathanach | You should be able to heat stock with the Book of Blade... | 18.05.2015 | | |
Task Description
Having to use the Working with Stock book simply to heat steel/ingots for forging makes for a silly amount of swapping back and forth between Working with Stock and Book of Blades. It’d be simple enough to add the steps for heating stock and ingots to the Book of Blades…
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Feature Request | 6803 | No | Engine | Medium | Unconfirmed | Kaerli Stronwylle | Tuathanach | Round out weapon types using existing models | 19.04.2015 | | |
Task Description
Weapon types that I’d find useful in RP and could be more-or-less stood in for with existing art, but aren’t statted/craftable:
Rapiers/some sort of thin thrusting sword – this could use a longsword model for now until we get a proper rapier model in (I might make a low-fi rapier model if I get motivated enough to dust off Blender, even…)
Spears (and perhaps other polearm forms) – these can use the quarterstaff model until a proper model is implemented for them
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Feature Request | 6817 | No | Inventory/Items | Medium | Unconfirmed | Richgar | | Unintuitive Placement Order of Picked Up Items | 28.07.2015 | | |
Task Description
Items that are picked up should go into the upper-left most container in our inventory that it can fit into. This will allow players to choose the order they want their inventory to fill up. When my main inventory is full, items start going into my glyph sack instead of the four empty small cloth sacks available. Thank you for your time :)
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Feature Request | 6891 | No | Game Balance | Medium | Postponed | Daevaorn | Davide Vescovini | Make progression points useful beyond stats training | 15.04.2020 | | |
Task Description
Once you’ve maxed your stats, currently there’s no more use for progression points/XP. It’s just an endless counter going up and up and up.
How about:
adding PP prices to the money you have to pay in special attack quests? (”Sorry, but you don’t have enough experience to learn this, come back later and I’ll show you how it’s done.”)
having to pay in PP more than in Tria for the temporary knowledge bonuses?
consuming progression points if you craft something with a special modifier (and in turn only allowing you to do so if you have some to spare)?
add more temporary buffs (for example for stats or more directly as bonus HP/MP, increased HP/MP regeneration) that are paid for only in PP or with much lower tria costs.
I am aware that it probably requires quite some additions to the quest scripting and other places and is by no means a trivial change, but I thought it may add to the medium- to long-term development deliberations. To me progression points feel like a loose end, now that they lost their purpose in skill training.
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Feature Request | 6931 | No | Character Creation | Medium | Unconfirmed | Stalfos | | teamix.org Loyal Fan Achievements should be Account Wid... | 22.09.2019 | | |
Task Description
PlaneShift Loyal Fan achievements regarding previous versions from “Played Atomic Blue” to “Played Arcane Chrysalis” I reckon should be account wide.
I created my account during Crystal Blue, but felt like playing a different character later meaning my main has none of these achievements.
It’s like a veteran status, but only applies if you kept your first character.
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Feature Request | 6935 | No | Training & Skills | Medium | Unconfirmed | Stalfos | | Jomed's Meat Medley: Optional task needs cooking 50 | 05.11.2019 | | |
Task Description
There is an optional arm of the quest, that requires cooking skill to be at 50, when the quest itself only requires 10 skill in cooking to claim.
If you choose to go for the optional part of the quest, you delay getting the next book after Meat and Stew Recipes, so training those 40 ranks to make Cheesy Succulent stew takes ages.
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Feature Request | 7051 | No | Movement | Low | Unconfirmed | eletiy | | When you jump near an NPC your character tries to climb... | 21.11.2022 | | |
Task Description
When I jump near an NPC my character tries to climb on top of it and then falls thru the NPC. I’m guessing it should not be possible to climb on NPCs.. although it would be fun :D
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Feature Request | 7060 | No | Inventory/Items | Medium | Unconfirmed | Michael Loeven | | Add a /Sheath /Draw commands for weapons | 13.12.2020 | | |
Task Description
Just a Quality of life improvement due to the current setting conflict between weapons that must be equipped to provide a stat bonus and the IC issue with holding weapons in a city. The implementation of this should be a command of /Sheath and /Draw on execution of /Sheath any weapons carried by the player will be re positioned to the characters back or belt and appear to be sheathed. When sheathed the weapons will still be present in the players equipment slots and continue to provide any stat bonuses or other magical effects however the city guards will no longer react to characters as though they have weapons drawn.
/Draw returns all sheathed weapons to the players hand
being attacked or entering combat stance will automatically Draw any sheathed weapons
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Feature Request | 7080 | No | Combat | Medium | Unconfirmed | Michael Loeven | | Arrow Tracking and Recovery | 25.12.2020 | | |
Task Description
Quality of life improvement. Please implement arrow tracking and recovery. NPC’s should should have a counter to track how many arrows they have been hit with. When the creature is looted there will be a dice roll to to determine the percentage of arrows that survived intact these arrows will be added to the creatures loot allowing the bowman to recover unbroken arrows from the corpse.
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Feature Request | 7102 | No | Misc | Low | Unconfirmed | Maui | | Signs | 24.11.2022 | | |
Task Description
Names of signs appear at the bottom.
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Feature Request | 7118 | No | GUI | Low | Unconfirmed | Yorlak | | Active effects icons for potions show as diamond crysta... | 22.11.2022 | | |
Task Description
all potions I tested results in a diamond crystal icon in the active effects bar.
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Feature Request | 7180 | No | Combat | Low | Postponed | Talad | TaladTuathanach | Scripting function "GetItem" inside <on type="attack"> ... | 07.03.2021 | | |
Task Description
Example found in all Alchemist items, example Alchemist Freezer
Error on console is:
Error in ><let> bindings<: Given a NULL iScriptableVar* for >RightItem<.
The scripts are run through : ApsCharacter::InvokeAttackScripts()
The first thing is to execute this script part:
RightItem=Attacker:GetItem(0);
QuaLevel=RightItem:Quality/50;
In a similar case with GetItem(0) but outside of <let> we get MathStatement::Evaluate() with RightItem=nan , it works.
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Feature Request | 7325 | No | Character Creation | Medium | Unconfirmed | Regina Musial | | Request for Back-Button and Speaker-Update | 28.10.2021 | | |
Task Description
Hello, Dev-Team,
here are two requests for the character creation in psu:
1. The speaker speaks too quietly! I know its you, Talad, but the background music overwhelms your voice!
2. I miss a “Back”-Button because if i go into the chara creation but dont want to create a new character and want to go back to my character which already are there!
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Feature Request | 7418 | No | GUI | Very Low | Unconfirmed | TrippedOnReality/Enarel | | More Categories/Filter/Search for Shortcut Icons | 09.08.2022 | | |
Task Description
Add a better way to search for icons. clicking through each individual icon in a long list is fairly annoying for some of the larger categories, and there are several icons that are blank so it’s not always clear there are more icons after that. Being able to see more than one icon at a time/being able to filter by name or type (ways for magic, weapon types for weapons, tools, music, decorations etc.) or having more categories with shorter lists would also be helpful.
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Feature Request | 7457 | No | Bugtracker | Low | Unconfirmed | KiFunStuS | | Torch has no combat value | 27.08.2022 | | |
Task Description
Suggestion
Add low base damage and fire damage to the torch.
Currently. you get an error message when trying to attack with the torch.
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Feature Request | 7469 | No | NPC | Low | Postponed | KiFunStuS | | Assisting Gardr : Quest Bug | 02.09.2022 | | |
Task Description
When i open dialouge with NPC I get the speech option to hand in the 3 plat steel maces of high quality.
I get no information in the NPC chat box on the left. I do get an error message in the Standard Chat box
You have too few plat steel mace.
I have tried a stack of 3 , 3 single maces and I have tried manually giving 3 plat steel maces.
All attempts have failed to complete the quest
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Feature Request | 7530 | No | User Interface | Low | Unconfirmed | Damola | | popup window in inventory in some slots overlaps invent... | 03.11.2022 | | |
Task Description
Since a while PSUnreal has a pop window in inventory that appears then hovering with the mouse pointer over inventory slots with items or containers in it.
It is a nice feature.
However in the top right slots of the inventory the popup window overlaps the slot the mouse pointer is over and slots in the neighborhood of it. It thus covers part of the inventory content which makes it more difficult to navigate to the right items.
# How to reproduce
- Move inventory window to the lower right corner of the PlaneShift Unreal window or screen. - Put some items or containers in the top right inventory slots - Hover with the mouse pointer over them.
# Actual results
When hovering over the top right slot the popup window covers 4 slots in the upper 2 rows seen from the top right corner of the inventory slot area.
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Feature Request | 7559 | No | Bugtracker | Low | Unconfirmed | KiFunStuS | | Make it so we can move the progress bar indicator | 23.11.2022 | | |
Task Description
Currently when doing a task that requires a time duration, a status bar appears on the left of the view screen that we are unable to move or resize
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Feature Request | 7562 | No | Combat | Low | Unconfirmed | KiFunStuS | | Weapon enchantment should work only for the specific we... | 26.11.2022 | | |
Task Description
At the moment Weapon enchantment is being executed with any attack, also from another weapon.
I have a dagger “of Creation” that is triggering a blinding magical effect.
As soon as I have this item equipped, any attack I do, even with the other hand is triggering the blinding effect.
Note from Talad: at the moment the equip_script associated to the weapon, is attaching an “on attack” effect on the character. There is no way at the moment to know which weapon generated that. We could change ApsCharacter::AttachScript() to also store the information of which weapon had the effect, and then in ApsCharacter::InvokeAttackScripts() check if the current weapon used is the same that generated the effect.
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Feature Request | 7567 | No | GUI | Low | Unconfirmed | KiFunStuS | | Recreate Tab autocomplete for player names | 23.11.2022 | | |
Task Description
In legacy you could start typing a persons name in and press TAB to auto complete the name.
Currently in the Unreal chat box, pressing tab removes focus from the chat window.
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Feature Request | 7630 | No | Bugtracker | Low | Unconfirmed | KiFunStuS | | going forward - test server | 28.12.2022 | | |
Task Description
When Migrate to unreal planeshift 9.0 or 1.0 or etc
start a testing server. gets a data base copy of current unreal stable. can test game critical changes to avoid roll backs or database compromises.
could also be used to experiment with balance or skill changes in the future.
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Feature Request | 7631 | No | GUI | Low | Unconfirmed | KiFunStuS | | Bag Lockers | 30.12.2022 | | |
Task Description
Having a limited number of storage locations for sacks would be a really nice feature.
It would make it much easier for people to sort out their equipment without having to carry it everywhere.
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Feature Request | 7658 | No | Models and Maps | Low | Unconfirmed | ferret | | nolthrir village, and farm in emerald lake | 08.01.2023 | | |
Task Description
now that we have the lake populated with plants and some fishes. i am making a proposal for a kelp bed, seaweed bed, the long bladderwrack that we have in small amounts dotted around, and an area that has algae floating on the surface, with a surround to keep it in the one place. the kelp, and bladderwrack, should be harvestable for nolthrir trading to places that cook, or even to traders (both wandering and in cities)
also i propose a village within the area of the central island, that is on land as well as within the water. the design of the village should look like either a coral reef or large shells. close to the island, there should also be a cave system which i am working on a quest for, and some new monsters for that particular cave system. the caves should really be extensive so that navigation is not easy.
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Feature Request | 7696 | No | Inventory/Items | Low | Unconfirmed | TrippedOnReality/Enarel | | For stacks of items have slider counter remember previo... | 28.01.2023 | | |
Task Description
In PS Legacy, when selecting an amount from a stack of items, the slider would “remember” what the previous amount was. This would be useful in PS Unreal for subdividing stacks for crafting, especially since /equip /dequip are not currently ported to PS Unreal (which was the other common way of subdividing stacks for crafting).
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Feature Request | 7701 | No | Sound | Low | New | Haviland Tenouri | | Allow users to use key-combinations and extended keys | 29.01.2023 | | |
Task Description
When defining keys, it is currently not possible to use key combinations or extended keys of the keyboard. PSU should be able to handle them.
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Feature Request | 7706 | No | Misc | Very Low | Unconfirmed | TrippedOnReality/Enarel | | System messages for looting money incorrect | 01.02.2023 | | |
Task Description
When looting a monster, there is a system message in main chat saying “<mob> has no money to be looted” when you click “loot all” even if the monster does have money to be looted instead of the correct system message which should tell you how much money you looted (the amount of money looted could also be added to the loot window as a quality of life improvement).
If the monster doesn’t have any money, then there are two system messages in main chat saying “<mob> has no money to be looted”. One appears when you open the loot window, and once when you click “loot all”.
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Feature Request | 7711 | No | Bugtracker | Low | Unconfirmed | Volki | | Player can climb other characters | 02.02.2023 | | |
Task Description
Player can jump or fall onto another character and enter climbing animation and briefly stand on top of another character. Player then falls due to no collision detected.
Both player characters and NPCs are climbable.
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Feature Request | 7719 | No | GUI | Low | New | KiFunStuS | | Set Default Collection Bag | 03.02.2023 | | |
Task Description
It would be nice to bea able to make a bag in your inventory the default collection bag.
I think sorting things after that should be manual thou.
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Feature Request | 7721 | No | User Interface | Low | Unconfirmed | Volki | | Center & hide cursor during camera movement | 04.02.2023 | | |
Task Description
In Legacy, moving the camera with the mouse centers the cursor and hides its visibility until the camera movement button is released.
In Unreal, moving the camera with the mouse allows the cursor to visibly move around the screen and stray off the PS window. Fullscreen is not capturing the mouse during non-combat camera movement, so moving camera too far can result in clicking on windows of other applications on another monitor.
Feature request:
Moving camera with mouse buttons to set position of cursor to center of PS window and toggle cursor invisible until mouse button is released.
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Feature Request | 7744 | No | GUI | Very Low | Unconfirmed | Stalfos | | No time shown on the stats bar | 11.02.2023 | | |
Task Description
Can’t tell what time it is in Yliakum
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Feature Request | 7748 | No | GM System | Low | Unconfirmed | Damola | | Te | 11.02.2023 | | |
Task Description
On getting teleported while sprinting almost fell off a steep abyss. Could have brought my char into death realm.
Might be a good idea to have a teleport freeze the char for a second or two so as I player have a good chance to react to the location change.
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Feature Request | 7753 | No | Bugtracker | Medium | Unconfirmed | Rykia | | Missing character armor/weapons/jewelry identification ... | 12.02.2023 | | |
Task Description
Missing slot identification text in inventory window when mousing over the icons surrounding character avatars. Some icons cannot be seen well enough to know what can be slotted.
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Feature Request | 7778 | No | Bugtracker | Very Low | Unconfirmed | Mewshad | | Small inventory | 07.03.2023 | | |
Task Description
In the old version, there was a small inventory without the character part. It could be useful for trading etc.
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Feature Request | 7781 | No | Setting | Low | Unconfirmed | Eatuck | | Invert Mouse Movement Setting | 19.02.2023 | | |
Task Description
Please add this feature to the unreal version. I prefer the pointer/camera to be controlled like a plane in the game. If I move the mouse down, the camera will go up. Thank you.
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Feature Request | 7826 | No | Characters | Low | Unconfirmed | Gonger | | No colour highlighting of floating names | 09.04.2023 | | |
Task Description
In Legacy the floating names have different colours depending on Group or Guild, for example. This is not the case in PSU.
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Feature Request | 7827 | No | User Interface | Low | Unconfirmed | Gonger | | No name highlighting in Chat | 03.06.2023 | | |
Task Description
In Legacy your name is highlighted in red when mentioned in Chat. This is not the case in PSU
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Feature Request | 7895 | No | Rendering Issues | Low | Postponed | Daevaorn | | Nightvision ability not working inside dark buildings | 23.10.2023 | | |
Task Description
The nightvision effect (cool stuff BTW) does not actually improve sight when inside a very dark buildinig, e.g. the Amdeneir tavern.
(One can of course argue in terms of realism, that nightvision needs residual light to work, but I counter that with the fact that any publicly accessible building should have more than enough residual light. – It should have enough light not to require that ability in the first place!)
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