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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 | 7063 | No | User Interface | Low | Postponed | Yorlak | | Shortcuts should be different for each character on acc... | 21.11.2022 | | 1 |
Task Description
Log in with main char. create shortcut log out log in with another char. shortcut created with main character shows on all alternates.
Log in with separate account shortcuts from main account are also transferred to here
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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 | 7497 | No | Bugtracker | Low | Unconfirmed | Haviland Tenouri | | The list of guild members should be sortable by online ... | 31.10.2022 | | 1 |
Task Description
The list of guild members is not sortable by online status.
Expected result:
Sort them by a different field by clicking one of the columns.
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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 | 7532 | No | Inventory/Items | Low | Unconfirmed | Damola | | Load and save book contents into a file | 04.11.2022 | | 1 |
Task Description
Would be nice to be able to save the contents of an editable book into a local file on the client computer like it was possible in Crystalspace based PSUnreal.
Low priority as it is also possible to cut&paste contents. However for longer books it would still be nice to be able to edit them in a local text editor and then load them again into PSUnreal.
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Feature Request | 7556 | No | GUI | Low | Unconfirmed | KiFunStuS | | Can we right click items in our storage to get thier in... | 26.11.2022 | | 2 |
Task Description
Use case, to check the Quality of an item before retrieving it from storage, similar to Legacy
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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 | 7621 | No | Game Balance | Low | Unconfirmed | KiFunStuS | | Race Based Equipment restrictions | 09.12.2022 | | 1 |
Task Description
1. Avoid lore experts needing to tell people they are wearing something their race is not supposed too. 2. limit the level of power gaming
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Feature Request | 7622 | No | Game Balance | Low | Unconfirmed | KiFunStuS | | Reduce effectiveness of mind drain | 18.10.2023 | | 2 |
Task Description
currently the spell will drain well over 1000 mana points normal max mana is 500
perhaps full duration of a cast at full power could drain 500
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Feature Request | 7628 | No | Performances | Low | Unconfirmed | Carbo Boek | | Benchmarking Tool | 17.12.2022 | | 2 |
Task Description
In the server list, you could have another “server” that’s really stored on the local machine. In this server, it starts the player in a pit with a bunch of NPCs casting spells over and over. Maybe 5 NPCs repeatedly casting magic light, and 20 casting random spells. The pit should be a “worst realistic case” scenario so that players can tinker with graphical settings in there.
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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 | 7749 | No | Bugtracker | Low | Unconfirmed | Damola | | Pterosaur look like in Crystalspace PlaneShift preferre... | 17.02.2023 | | 1 |
Task Description
Damola looks at the Pterosaur at the Pterosaur handler in Amdeneir and feels sadness.
She thinks: “Oh, my where have those grand Pterosaur from the old days in Yliakum have gone?”
Roleplay aside: I really preferred the old look of the Pterosaur with spread out wings. The smaller PSUnreal pterosaur does not look like it can carry a large Kran.
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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 | 7780 | No | User Interface | Low | Unconfirmed | Eatuck | | Map and Compass Included in User Interface | 19.02.2023 | | 3 |
Task Description
Hello, I would like to propose providing a full map and compass at the start of the game instead of making it something you need to build or quest for. The map should show the current location of the player when opened and the direction they are facing. The map will only have major locations such as cities, towns, and camps but will also include unlockable locations such as caves. I feel some kind of map/mini-map is a common feature in most games and it will help retain new players since they will have basic directions at the start of the game. Thank you for your consideration.
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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 | 7782 | No | User Interface | Low | Unconfirmed | Eatuck | | Allow More Rows of Shortcuts and Shortcuts Per Row | 19.02.2023 | | 2 |
Task Description
Please allow additional rows for the shortcuts as well as more shortcuts per row. I utilized shortcuts quite a bit in the legacy game and I liked the ability to have small icons with a ton of shortcuts. This will probably need to be a setting to input the total number of rows and the number of shortcuts per row. The icons would need to scale to fit. Thank you for your consideration.
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Feature Request | 7810 | No | Guilds/Groups | Low | New | Haviland Tenouri | | Target user from group list | 11.03.2023 | | 1 |
Task Description
It would be nice if I could target a player with clicking his name in the group list
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Feature Request | 7814 | No | User Interface | Low | Unconfirmed | Rykia | | Requesting where we type in the chat window scales with... | 07.05.2023 | | 1 |
Task Description
Requesting where we type in the chat window scales with the rest of the window.
We can select a larger font, but where we type in the chat window does not change, only the rest of the chat window.
Note: There is a huge difference between font size 4 and 5. Suggest to have something in between if at all possible.
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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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Feature Request | 7897 | No | User Interface | Low | Unconfirmed | Daevaorn | | Feature request: NPC Interaction window/view severly la... | 17.10.2023 | | 2 |
Task Description
The NPC interaction window can only be controlled via mouse clicks, which is extremely cumbersome – particularly giving the full screen scale – bordering the unintuitive for some parts,.
Going back and forth between the menu entries and the dialogue window to click the progression arrow is cumbersone as well as leaving the view (and here we are extremely unintuitive) with a mouse click in the corner, instead of supporting the Escape key.
My proposals (ranked by importance, most important first):
1) allow for exiting the view by assigning the ESC key to the leave button 2) allow for dialogue progression by hitting the space bar (having your character jump in this view is really an expendable “feature”) or at least have the arrow key right assigned to that right pointing arrow appearing under the lefthand dialogue section. 3) selecting conversation options on the right-hand side via numbers 1-9 (range should suffice for 99% of the present cases).
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Feature Request | 7936 | No | Characters | High | Unconfirmed | Daevaorn | | Cannot target players sitting on a mount | 04.12.2023 | | |
Task Description
A player that is mounted on a Rivnak or Drifter cannot be targeted, for actions such as trade, or even emotes.#
It doesn’t make a difference whether you click player geometry or the mount’s, you always end up selecting the mount over the player.
Even if one could argue for trading that it might be inteded (which I don’t think is overly realistic, since you can hand someone on a mount a loaf of bread), itt would be very strange to greet someone’s pet instead of the owner, when passing on the street, wouldn’t it?
(Selecting high priority since this seriously hampers RP supported with game-mechanics such as emotes)
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Feature Request | 7973 | No | Bugtracker | Low | Unconfirmed | Malunga Leeboo | | Let's add a drop confirmation dialog. | 15.12.2023 | | |
Task Description
After dropping several valuable items through world geometry without a chance to get it back I’ve got an idea to add a confirmation dialog for drop action.
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Feature Request | 7999 | No | Crafting | Low | Unconfirmed | TrippedOnReality/Enarel | | Allow placing multiple items in a container with availa... | 16.01.2024 | | |
Task Description
For crafting where the container automatically starts working when an item is placed in it (stock casting tank, forges, furnace, skillets etc), allow the “prepare” button to place multiple items in at once either through selecting a quantity at the prepare stage as a stack and/or adding a “fill container” option for things to be placed until all the container slots are full/the player runs out of the required materials.
ex. When casting stocks, after clicking prepare, it moves the first set of sludges into the stock casting container, but then if I click prepare again while the item is still in the container, it won’t let me place another item until it’s removed even though I can move another stack of sludges in manually. it would be nice to be able to automate that as it will remove a lot of clicks and reduce the time needed to process materials.
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Feature Request | 8013 | No | Combat | Low | Fixed pending release | TrippedOnReality/Enarel | | Add Loot window to "E" key when standing in range of a ... | 24.03.2024 | | |
Task Description
Sometimes targeting certain npcs after they’ve died can be trick/frustrating (particularly rogues/cutthroats etc after die animation). It would be nice if you’re in range of a dead npc and you press the “E” key, that it would either open the loot window automatically (instead of opening the dialogue window or doing nothing, depending on npc type) or open the context menu with the loot option (which already exists, it’s just on right click only which is slightly annoying because I frequently lose target on the dead npc when right clicking or navigating to the NPC’s body if I’m farther away).
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Feature Request | 8020 | No | Crafting | Very Low | Unconfirmed | TrippedOnReality/Enarel | | Harvest/Fishing "cannot fish/harvest from the same plac... | 04.05.2024 | | |
Task Description
If you are in a location that has both fishing and harvesting available, if you successfully harvest an item and do not move, but switch to fishing you get a warning saying “You cannot fish in the same place twice” even though you have not fished at this location.
If you successfully catch a fish and do not move, but switch to harvesting you get a warning saying “You cannot harvest in the same place twice” even though you have not harvested at this location.
This is probably true of mining if there are area overlaps, but I have no idea if this actually exists anywhere.
example location for fishing/harvesting: /pos 109482 -757679 20767
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