PlaneShift

Task TypeIDPrivateCategorySeverityStatusOpened byAssigned ToSummaryLast Edited[[changedby]]  desc
Bug Report5778NoUser InterfaceMediumUnconfirmedRii Rii/join /leave don't match25.09.20123 Task Description

Accorind to the /help menu, " should be able to say "/join 0" and then "/leave 0", but /leave does not leave "0". Intead it says, "Please specify a chennel hotkey number to leave". Am I supposed to know what a chennel hotkey is?

Feature Request2189NoLowNewweltall[pawsillumination] zoom support when looking at sketche...01.09.200821 Task Description

It would be nice if it was possible to zoom sketches when looking at them. This would also be useful when you get a sketch/map which is too big for your screen and allows you to have the entire image on screen by reducing zoom.

The included patch allows the user to zoom from 1/10 to 10x the map increasing the size of every element on screen.
The buttons used for this are > and < if someone has a better suggestion about them or thinks that having the increase/decrease zoom on screen would be useful i could add them.

http://pastebin.ca/1189613

Feature Request5216NoNPCMediumUnconfirmedmickraVisual indication of available quests20.05.20112 Task Description

When a player character is within the interaction range of an NPC, a mark (label) of some sort should appear above that NPC if they are offering some new or repeatable quests (! not some information for those already running !) for that particular character at that particular moment.

Should be optional as a turn-off or turn-on, depending on the default chosen by designers. In any case, and as with any other label, players should retain the option of not seeing it, if it spoils their fun or ruins their immersion somehow.

The reason for this request: drastically increased amount of questing chains ingame, and the absolutely unhealthy and immersion-breaking amount of mouse-clicking on the same NPCs the game now requires.

Noticing a sign above someone's head is OOC, of course, but clicking a mouse button on someone's model, or getting an aggressive red "…has no quest information for you" line floating in mid-air is equally OOC'ish.
On the other hand, seeing no mark above someone's head would cause neither irritation nor disappointment (while futile mouse-targeting and mouse-clicking, when done repeatedly, invariably produces both of those negative effects).
The marks would also provoke reasonable curiousity about available quests, hopefully enticing new players into doing more of them.

I know this request is somewhat of a long shot, but assuming that the engine is going to be considerably revisited this summer, I decided to submit it anyway.

[Edited for clarity, and also to separate it more from PS#4798. That older one would 'make the game easier' indeed, while what I suggest would only eliminate excessive mouse actions.]

Feature Request5551NoWebtoolsMediumUnconfirmedFrantaVersion info in server status page28.02.20122 Task Description

Could it be possible to add server version info (and possibly aso recommended/required minimal client version) to the server status page, i.e. to http://planeshift.zeroping.it/index.php?page=about_page for zeroping server? It could help to determine easily whether the update is required/recommended without need to start pslaunch when you don't use it to load the client.

Feature Request1804NoLowNewQia FaskUse of containers holding liquids is unrealistic (mugs,...06.07.201322 Task Description

Mugs are a staple of RP for many people, but their use is currently quite unrealistic – you “drink” away a solid glass object.

What I proprose to fix this may not be purely realistic, but at least makes sense.

When an object is consumed, it should leave behind an “empty” (mug, potion bottle, jar, etc.) which will appear in the inventory. The cost of items which come in containers should be increased, as “deposit” or sorts, like when people buy pop or beer in real life. People would be able to sell the empty back to reclaim their deposit.

In the case of mugs of alcohol, they could be strewn about on the table as the drinking goes on, so people know who’s been drinking too much. There wouldn’t be any worry about “littering”, as there would always be someone willing to pick up after and return them to Allelia or Brado for the deposit money.

If this is implemented, it would also allow for future features like being able to return to Allelia or Brado for a “refill” without needing to pay the deposit. Same for potions and other items that are sold in containers.

Also the possibility of putting other liquids into the containers. It would be neat for example to be able to stop by the secret garden and fill up a bottle, mug or bucket with fresh water from the pool (it could be done by the usual right-click method on an object).

I feel these sorts of things would help improve the RP and realism a great deal.

Feature Request1135NoUser InterfaceLowNewLoyniuse /tell with alias names05.07.20092 Task Description

It would be nice to use alias names from buddy list for /tell command.
e.g name: full_char_name, alias: Loyni.
/tell Loyni [text] could be translated itnernally to
/tell full_char_name [taxt].

Bug Report6530NoSpell FormulasMediumUnconfirmedxolaDavide Vescovinitraining repairing07.03.20152 Task Description

for every skill we get practices equal to time we spend while crafting but for repairing it is not true
the practices are equal to time the SECOND attempt repair the same item(so if i repair shield for 403 s i got 310 practices, second time i repaired it 310s )

would be great if we have two alternative way to training repairing: cheap that take longer and faster if we have to spend more cash
there are no bonuses for repairing complex items its only based how bad its damaged it seem

Feature Request1590NoInventory/ItemsLowNewElectricsheepTrade between players should be visible to all in sight...24.01.201021 Task Description

How about making it visible in Main if Players exchange items?
A system message appears to the ones trading anyways at this moment.
the message to others should however have some less precision, like:

 "<PlayerA> gave <PlayerB> Weapons and some coinage in exchange for raw materials"
 for someone trading a crafted longsword, a dagger, 2 hexa and a tria against 45 platinum ore and a silver ingot.

this in order to keep realism (can all see how many circles and tria he pushed into the other persons hand?)
the message could use the item_category, and eliminate doubles, so it could be done without giant changes to the database.

the advantages I would see in this:

 1.) there will be visible interaction between players. no more pure tell-based sales that (imho) are pretty ooc.
     Noone IRL (and especially not in the middle ages) would go into a shop and whisper in the cashiers ear what he whishes to sell or buy.
     Instead people going into a shop (not a supermarket) usually say good day followed by a statement on what they seek to buy (maybe even some smalltalk).
     Neither would such item exchange go unnoticed by other people in the shop or near the exchange.
     So I think it would add to realism. Unless the character you play would be blind.
 2.) Stealthy and sneaky exchanges of goods would have to take place in dark alleys, like sneaky things should be done.
 3.) Hopefully the messages in main would encurage Players to take the general and casual trade-talk into main as well,
     instead of hiding it in tells in order to not 'disturb' other players. 
     If IRL there are others talking near you, you step away a little to give and have more privacy as well.
 4.) It also would surely add some spying capabilities into the game, as it then could indeed be seen to all around who trades with who.
     This will make it possible to IC-ly spy on others trade behaviours. This without the need of having to be telling or grouping with the ones spied on. 

disadvantages:

 1.) Anyone could see who would trade with who, people who use quest runners would have to find a reason why they would get items for free.. 
     (or take the trade to a dark alley).
 2.) Someone could 'spam' the main-channel with trade messages. (but that's easier by sitting and standing up, or by dropping items and pick them up)
 3.) some things I probably didn't thik about yet. feel free to add..

Overall I think it would rather add to RP then desturb it.
For slipping items to others unnoticed, there could/should be a ‘/givesecret’ option that would use the numbers behind the pickpocket/sneaking skills.

Bug Report7838NoQuestsMediumReady to testUadjetThe Arrivals quest cannot be completed06.05.202421 Task Description

The quest has a number of triggers that must be completed in order to progress that do not appear to be working in Unreal. The three I’ve found are:

1) Proximity to the rock with the action location that moves players into the cave,

2) Use of a cog/mechanism, moving one of the rocks, and

3) Solving the door puzzle and entering the small room.

I’m not sure if these are supposed to complete steps that are not sequential with the immediately previous steps, or if they are meant to set variables, but either way they don’t seem to be doing the job. Talking to Raithen gives no sign that you’ve completed any of these tasks, even if you’ve done them all.

I can get players past this by setting a later step manually, but given the (suspected) use of variables or non-sequential steps, it seems likely I’ll just mess things up for them.

Bug Report5577NoMap TexturesMediumUnconfirmedTimilTextures Missing in Towns, and Shader Issues16.04.201221 Task Description

Since the update to 5.9, the textures and shaders when in town seem to be either missing or messed up. The lighting in some areas makes Chars and NPCs look like they’re wearing TV static. I’ve checked the drivers for my graphics card (ATI Radeon 3100 in a Toshiba Satellite Laptop), and they are up to date. Please see the attached screenshots, and if any more info is required, I will be happy to provide.

Thank you for your time and attention. ~Timil~

Feature Request6573NoUser InterfaceMediumUnconfirmedmike loevenStore Quest Notes in the Books Database06.09.201421 Task Description

I would like to request that saved quest notes be moved from client side into the book database. currently the quest notes are saved locally and are very vulnerable frequently getting deleted during client repair or re installs. additionally for players who have more than one computer these notes do not properly persist between clients.

considering that players are already allowed to write books and that text data takes up very little space there is really no reason NOT to move this feature server side.

another major issue with the current implementation is that the quest’s description is missing a lot of key information provided by the npc conversation such as names and locations.

a perfect example is the quest Masked Mistress where the description tells you the summary however does not include her brothers name which is given in the npc dialogue.

the lost of quest notes can easily render a quest impossible to complete without asking a person for spoilers or searching through game logs for the missing conversation.

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)

Bug Report6855NoGame BalanceMediumNewVenalanDavide VescoviniStacking of damage when holding multiple weapons with b...15.04.20202 Task Description

I tried attacking a kikiri with two ‘Dark Dagger’ and I got the following system messages

(20:29:33) >You’ve gained 1 practice points in Knives & Daggers.
(20:29:33) >Your dark weapon drains 10 HP from Venalan.
(20:29:33) >Your dark weapon drains 10 HP from Venalan.
(20:29:33) >You’ve gained 1 practice points in Knives & Daggers.
(20:29:33) >Your dark weapon drains 10 HP from Venalan.
(20:29:33) >Your dark weapon drains 10 HP from Venalan.
(20:30:37) >You’ve gained 1 practice points in Knives & Daggers.
(20:30:37) >Your dark weapon drains 10 HP from Venalan.
(20:30:37) >Your dark weapon drains 10 HP from Venalan.
(20:30:37) >You’ve gained 1 practice points in Knives & Daggers.
(20:30:37) >Your dark weapon drains 10 HP from Venalan.
(20:30:37) >Your dark weapon drains 10 HP from Venalan.

So every attack I do with two Dark Daggers is doing two rounds of extra damage and not just one extra round of damage.

Bug Report6298NoPetsMediumAssignedDavide VescoviniAnders ReggestadSome Pets commands don't work01.01.20142 Task Description

I've just tested some Pet commands (by using a summoned familiar) and the following commands don't seem to reach the familiar NPC:
/pet [name,] assist
/pet [name,] guard
/pet [name,] run
/pet [name,] walk

Please note the Minion behaviour used for pets is using almost the same data in SVN. The steps I used to replicate the bug:
1. summoned a familiar
2. issue a command /pet [name,] follow/stopattack/stay/run/walk
3. use the /info command to know the last perceived command.

When reaching step 3 the info command should show something like that:
(12:08:36) [System] >Last perception: ownercmd:stopattack
instead for the above commands an error message is outputted (just like the command was wrongly typed or isn't recognized).

By using the percept command on the NPC like /percept ownercmd:run the behaviour is correctly run and works as expected.

Also please note that assist/guard commands appear in the help.xml file while the new run/walk don't.

Feature Request5845NoInventory/ItemsMediumUnconfirmedPeter van LooShow weapon requirements20.12.201225 Task Description

It happened to me twice already that I bought a good weapon for tens of thousands of tria, to then find out I need a lot of stats to equip it. And not only can’t I equip it, I don’t know whether it’s worth training for it either because nothing tells me how many more levels I need.

The game shows the effects (damage, speed) and the stats increases/decreases can be looked up in a book in the museum by analyzing the name. Could a way be implemented to know what stats and skills you need to use an item before buying it too? Either as part of identification, as a new separate identification spell for requirements or through some book?

Without that I’m very reluctant to buy anything at all as I spent too much money already on things that are useless to me.

Bug Report6425NoItems CharacteristicsMediumNewMario RohkrämerScale of White Oak Wood model is probably too large04.05.201421 Task Description

With a weight of 9 and a size of 9, the model of “White Oak Wood” appears to be way too large. Such a big heap of wood would weight more than 50 kg. In contrast, the icon is such a tiny poking stick…

www.ligh.deplaneshiftwhiteoakwood.jpg

Feature Request7814NoUser InterfaceLowUnconfirmedRykiaRequesting where we type in the chat window scales with...07.05.202321 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.

Feature Request2532NoLowProspect TaskORead, unread, and updated books26.12.200921 Task Description

I don’t spend my life in Jayose’s library. However, once in a while, I would go there and spend a couple of hours reading, looking for new books, sometimes refreshing my memory with older ones.

It would be nice if there was a way to quickly spot a book that one has already read. Maybe a (read) or (unread) mark after the title, or just a different colour for the title font, anything as see fit. A “read” flag would be set as soon as the book is open, to keep it simple, and of course it is the player’s responsibility to read the content. Ok, so far, you can tell me that it’s up to me to remember if I read something or not; even when hundreds of volumes will be available; yes, but…

It gets useful when a book is updated. If I do remember that I read a specific book, well, I’ll probably won’t read it again. Meanwhile, words may have been changed inside, following the inconsistencies hunt, world development, whatever… So, if all statuses are set back to “unread” for all players after a change (or from “read” to “updated” if you want to be more precise), we’ll know that we’d better read it again.

It can be a bit heavy on the database (flagging each book for each player), but at least it’s technically simple. Not to mention other uses you could come up with (quest requisites, statistics for the setting team, etc.)

Also, as Tontow suggested, the info can be stored on the client side instead of a database. To not lose the functionality of the “updated” flag, which is set on the server side, a last updated timestamp for each book is all that is needed on the server. Client side, the log starts empty (no book read). When opening a book, the log is updated (each time) with the book id (its name, I suppose) and the opening timestamp (server time, easier than GMT). When examining a shelf, books are marked according to the log info; thus, if the latest opening date is earlier than the book’s server timestamp, it appears as “updated”.

(Wish list reference: http://hydlaa.com/smf/index.php?topic=34222.0)

Bug Report5386NoCombatMediumNewKaerli StronwylleRange of combat messages is FAR too short08.07.20162 Task Description

You can easily shoot with a bow ingame to ranges far beyond the range of combat messages. Mob aggro (and sometimes the archery anim) do not work at such long ranges, either.

Bug Report5790NoQuests DynamicsHighNewVenalanQuest menus dissapear to quickly to click on responese.15.10.20142 Task Description

A general problem with the quest menu system at the moment is the speed at menu disappear. The problem occurs in the following situation.

All the following is within one step in the following format.

Player gives NPC 1 item.
Menu: text.
NPC: text.
Menu: No. Menu: Yes.
NPC: text.
NPC: text.
Give 1 Melorick's Scroll Case.
Assign Quest.

You give the npc the item.
The initial npc text appears.
Once they have finished talking the next two menus appear, but before you are able to click on the menus the menus vanish.
This results in you losing the item needed to trigger the quest/step and are unable to repeat it.
This was only became a problem with the introduction of the 'bubble' menu system.

Bug Report7566NoCombatLowCould not VerifyKiFunStuSPVP casting errors14.01.20232 Task Description

I am not entirely sure on how this bug is best described.
as the duel system is not releasing the duel flag currently.

But I think while the main duel is active you cannot charge cast a spell using the hotkeys against your opponent while in the default navigation mode.

but you can cast charged spells using the hot keys after pressing TAB and entering combat mode.

I will retest this bug after the duel flag bug has been resolved.

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).

Bug Report7854NoBugtrackerLowUnconfirmedThosorPremature falling out of saddle while mounted. windows/...13.06.20232 Task Description

While Moving around, I think turning might be causing this, in the middle of walking or running, suddenly you are out of the saddle and running on your own. Also, not sure if there is supposed to be a quick dismount when clicking the right mouse button which happens when you want to look around etc.

Bug Report7571NoMagic SystemLowNewKiFunStuSPrayer14.01.20232 Task Description

when I casted Prayer.

it reapeats the following for each target affected
you sing a prayer,healing everyone who can hear you for 176 points

the spell blessed litany lists all the players affected
you sing a litany, healing %player for XX points and XX stamina

This happens also in Legacy.

Bug Report7288NoMovementMediumUnconfirmedSunda KastanPlayer movement differs from Legacy/no 'turn' keybindin...13.09.202121 Task Description

In Legacy PlaneShift, the default movements are:
W = Walk forwards
S = Walk backwards
A = Turn to the left until keypress ends
D = Turn to the right until keypress ends

However in PSU, the movement is as follows:

W = Walk forwards
S = Turn 180 degrees and then walk forwards (towards the camera)
A = Turn 90 degrees left and then walk forwards (at 270 degrees from camera)
D = Turn 90 degrees right and then walk forwards (at 90 degrees from camera)

This is incongruent with legacy movements, but also complicated by the requirement to use the mouse for both UI interaction and movement concurrently.

It may be that this is a result of the absence of a ‘third-person follow’ camera, but behaviour should follow that of legacy.

Bug Report7818NoBugtrackerLowUnconfirmedMohonin DitinPile of dust cannot be kept in furnace16.04.20232 Task Description

The pile of dust that gets crafted sometimes for reasons we all know, this pile of dust cannot be disposed of by putting it in Furnace. Some of us experienced players want to keep the place clean and so whenever we find pile of dust, we put it in Furnace, it eventually vanishes by putting it in furnace and forgetting about it. Now there is no choice but to sell it off to NPC for 0 tria. This is not the main problem, but the problem is to find a NPC nearby who buys ‘Pile of Dust’. So either make a NPC available near Crafting Station to sell of the dust or make furnace to take in the dust and burn it down vanishing it.

Bug Report7502NoPetsLowAssignedDamolapet only follows once each time after having been told ...17.11.20222 Task Description

Pet follows properly after summoning or after telling it to follow. Whenever Damola moves the pet follows.

However once I told it not to follow anymore, whenever I tell it follow again, it follows to the current location of Damola, but does not continue following. I.e. it only follows one time and not until told otherwise. But only after having been told not to follow once.

Feature Request2521NoLowProspect TaskEricOption to allow assistance in PvE without grouping28.07.20092 Task Description

I know this is around for some reason, but I think an option to turn this on and off would be better, as it does more bad than good, especially for roleplay. I was talking with someone new in the dungeon, next to an aggressive rogue which I just killed. When the rogue respawned, he went after the new player, and began pummeling him. I tried to intervene and “save” him, but couldn’t attack the rogue because of some magical red letter barrier yelling “I must be grouped with the player to attack”. I eventually tried to heal him, but wasn’t fast enough and he died while I stood there watching helplessly. Next time I’ll start with healing them, instead of trying to attack, group and communicate with the player as they are being attacked.

I’m not sure how many people go out there and try to “steal” other people’s monsters, but this is seriously annoying and unrealistic in the grand scheme of things. This has happened many times and has been tough to try to “save” anyone, so I thought an option to turn on and off to allow players to hoard monsters for themselves or share if they get into trouble. I suggest as a default, it should be allowable for new players. Delete this if it is a repost, couldn’t find anything on it.

Thanks!

Bug Report7605NoCombatLowNewKiFunStuSOnyx Dagger03.02.20232 Task Description

attack onyx dagger

NPC chat tab spammed with Stares coldy at me
and
attacks me with defensive stance

it did manage to cast a spall that that says
Onyx Dagger drains your mental abilities

it has a residual magic effect on the ground that remained after it died
and still on the ground after it respawned

Feature Request6543NoEngineMediumUnconfirmednobody specialobscure location information for blackflame area.25.07.20142 Task Description

The guild window, who’s online tool, clearly lists blackflame area when you are in the temple. It would be better if it indicated one of the sewer maps instead or some random map.
given the secrecy surrounding this status you don’t want joe guildmate to have this info even out-of-contextly.

Bug Report4735NoSettingMediumNewweltallnpc with -01.10.20102 Task Description

The engine code was clearly coded to not allow - so till a different decision is taken these npc are all bugged and should have the - stripped

Brintec Dev-Onni
Vladovic Chel-Astra
Sharven Xant-Areth
Uri Djho-Maat

thanks to Vakachehk for the list

Bug Report5632NoMovementMediumUnconfirmedMario RohkrämerNPC Dialog stops your motion14.05.20122 Task Description

If the new “NPC DIalog” is enabled, and you have an NPC targeted (possibly from an earlier quest dialog), you suddenly stop if you move far enough away from this NPC.

Probably losely related to PS#5629

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.

Bug Report6144NoEngineMediumNewVenalanTaladNew icons are not showing correctly in MyPlane.02.05.20142 Task Description

I noticed in a characters inventory that “The pastry Chef” book was not displayed as an icon, but was displayed as text “The Pastry Chef”.

It appears that the newest icons have not been loaded or are not reference correctly from MyPlane.

Bug Report7319NoCombatLowUnconfirmedmarcelnew character attacks ulbernauts no one damages anyone24.10.20212 Task Description

I loaded up as a new Ylian and started with 0 tria, empty inventory…

chatted to a few npcs harnquist , apples… there were no apples(probably had to wait for spawn) , science guy…

then chatted to guards at gate and row over dagger, they gave me a dagger i cant equip…

went to find some ulbers to look at animation.

Bug:the Ulbernaut is attacking me but cant seem do anything to me..

also the pop up chat text pops up all the time in it’s face… ‘is attack, thinks ur weak’

messages all the time right in front of the face…

so now they chase me around and cant damage me…

when it cast stones… there is no effect or spell or animation(that one is prob for me to solve)

Bug Report7572NoGUILowUnconfirmedTrippedOnReality/EnarelMouse pointer overlaps hover tooltip when in windowed m...25.11.20222 Task Description

When playing in windowed mode, if you shrink the game window, everything scales smaller except the mouse pointer. This causes the tooltip to be hidden behind the mouse pointer if you shrink the window smaller making it unreadable. I’m not sure if it’s possible to either have the mouse pointer scale with everything else, if the tooltip can be further offset, or if the tooltip can be on top of the pointer.

This is the biggest problem on the toolbar with options, skills, character etc, spells/active magic toolbar, and on the shortcut toolbar. The inventory tooltips seem ~okay. They do overlap slightly, but the overlap is in a place without text.

Feature Request6399NoCrafting TransformationsMediumUnconfirmedxolamore potions22.10.201422 Task Description

I need potions : curse ,diseases,paralyzation, and poison for completion as well stupidity potions that lower magic way skill for shoort duration

Bug Report7996NoCrafting TransformationsLowUnconfirmedDaevaornMixing "Terevan Wine Sauce" and "Mixed Pungent Tuber Ma...14.01.20242 Task Description

For a while I have been trying and failed ot make Octarch’s delight and Lionfish Souflee.

In both cases the mixing in a wooden bowl didn’t work.

The new crafting interface now shows that there is baking skill required in both cases which doesn’t make sense given the tool set or the recipe book involved
.

Bug Report4588NoUser InterfaceLowNewTereayMisrepresentation of the character in the Inventory27.07.201022 Task Description

Misrepresentation of the character in the Inventory
All my dwarves (dark haired) are affected
I use a self-compiled client (0.5.4/0.5.5)
The same on Windows (0.5.4)

Bug Report7551NoGUILowAssignedTrippedOnReality/EnarelMail GUI01.04.20232 Task Description

The mail window at the pterosaur fast travel npcs has item slots that extend outside the minimum extent of the mail window.

Bug Report7079NoBugtrackerMediumUnconfirmedMichael LoevenLocked Chests Deleted When Consumed26.11.20212 Task Description

If the player attempts to open a locked chest by dragging it to their equipment panel. The game displays a message that the chest is locked but consumes the item anyway providing now loot. Expected behavior is that the game places the locked chest back into the players inventory or prevents them from consuming it if it is locked

Feature Request6081NoSpell FormulasLowUnconfirmedDavide VescoviniDavide VescoviniTuathanachList of Spell feature requests01.04.20142 Task Description

This task collects the spell feature requests.

Bug Report5359NoRendering IssuesMediumNewPhenha PhayethorKlyros colour change13.11.20112 Task Description

I play a Grey Klyros male and after I got my robes I noticed that if I put them on and took them back off, my arms became blue.
This is an easy bug to recreate, all it requires is a grey klyros and a robe.

Bug Report5421NoNPC DialogLowNewMario RohkrämerKilas Tungse - schizo reply about dungeon22.12.201121 Task Description

Quest: Kilas wants his abacus back

[NPC] Kilas Tungse says: Do you think you can help me with a quick errand?
[NPC] $player says: I love to learn!
[NPC] Kilas Tungse says: Thanks.
[NPC] Kilas Tungse says: I lent my abacus to Crosh Dunehammer, the guardian of the dungeons.

vs.

[NPC] $player says: about dungeon
[NPC] Kilas Tungse says: What dungeon? Are you sure you heard right? If there was a dungeon anywhere nearby, I'm sure the city would've had it sealed off by now.

This "There is no dungeon" conspiracy makes consistent quests hard where inhabitants of the dungeon are involved.

Bug Report7370NoBugtrackerLowUnconfirmedStalfosIntroduction to Crafting doesn't update wallet12.06.20222 Task Description

The console says you received 4 circles, but the wallet won’t update until you complete another quest. Comnpleting Harnquist is Hungry for example says another 4 circles in console, and wallet updates to 8 circles.

Bug Report4771NoQuestsVery LowAssignedLuzinodrJackInconsistent use of you/ye in Lorytia's Clan quest09.07.20112 Task Description

In the quest Lorytia Starhammer and the Clan reunion Lorytia mostly uses "ye" instead of "you". But the use is not consistent throughout the quest. You'd think that if she regularly says "ye" she'd not switch to "you" for a sentence or two in between, sometimes even switching back and forth within one sentence.

f.e.:
"That is very kind; I thank you. Here is the note: just tell him I sent you."

"Oh, I am sorry, you are still here… do you want to hear what happened?"

"I know ye worked very hard on your piece for the competition and you should have won. I take full responsibility for shortchanging you on the scores."

"He may have some means to get them prepared for you, but ye might make your journey faster if you have them on hand."


There might be more later in the quest, but I'm not done yet.

Feature Request6037NoRulesLowAssignedDaevaornDavide VescoviniInconsistency - Harvesting apples29.07.20132 Task Description

After showing a newbie how to mine and harvest, they approached me the other day saying that they tried to harvest apples around the smithy but failed to apply what I taught them the day before.

It's probably for the fact that apples and their location are far older than the harvesting system s a whole, that I never thought about that before. And that apparently no one else has thought of including apples when setting up the harvesting areas?

I think one should be able to harvest apples just as all the other plants and fruits. If only for matters of consistency.

(I hope the area "Rules" is about right, please re-tag if inappropriate)

Feature Request3553NoEngineMediumNewPascal DetraitIdea proposition for Drawing skill16.02.20102 Task Description

Hi,

the Drawing skill is not yet available.
I propose the following idea for developpers :

   Each save could rise the skill experience
   Each new created sketch could rise the skill experience, significatively more than the save function
   Each rank could rise the number of allowed element in the sketch
   Each "special" rank (defined by developpers) reached could allow new elements (ie. curves defined by 3 points, new icons, symbols, legend, several pages in the same map ...)

Best regards

Pascal Detrait

Bug Report7945NoBugtrackerLowReady to testDaevaornHard to leave the winch, portal too small to find12.03.20242 Task Description

If inside the Winch quarter in Hydlaa it is difficult to leave towards Plaza.

The right-clickable portal area on the gate encompasses only a small part of the door around knee height. This used to be as big as the entire door and should be again.

Bug Report6373NoModels and MapsLowNewAdamGuild Keys 3D art shows as a pouch bag02.04.20142 Task Description

At the moment the guild key does NOT show up as a key when a character is holding it.
It shows up as a pouch bag.
Please kindly switch the image for a actual gold key just like shown in inventory.

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