PlaneShift

Task TypeIDPrivateCategory  ascSeverityStatusOpened byAssigned ToSummaryLast Edited[[changedby]]
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 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.

Feature Request6785NoMagic SystemMediumUnconfirmedCalmusglyph order in spell research should not matter16.02.20151 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?

Bug Report7931NoMagic SystemMediumUnconfirmedDaevaornMorphing spells no longer change PC's visual appearance05.11.2023 Task Description

Spells that are meant to visually change the player’s appearance (read mesh) don’t work anymore.
(i.e. Gorwealform, Polymorph)

Feature Request4463NoMagic SystemLowNewMario RohkrämerAdding a "natural resource detection" spell27.02.201152 Task Description

You already mentioned that the former “Dweomer detection”, which only vaguely returns a possible enchantment of a weapon, is rather useless as there are also buffs which are not at all obvious regarding stats and skills.

Not to waste the spell in general, I wonder if it was possible to implement instead that a similar one could be used to detect the presence of natural resources. Depending on some experience level, possibly in combination with another glyph (e.g. Earth, Animal, Tree), it could enable the caster to only vaguely detect presence of areas in a more or less close range where mining, fishing, harvesting, etc. (generic type) might be possible (”You feel that harvesting could be possible here.”), up to a more detailed feeling that specific resources are probably in some vague but graduated distance (”You feel that fishing for carp could be possible just next to you.”).

Of course, any new spell could be created as well.

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 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 Report7692NoMagic SystemLowNewKiFunStuSMagic XP perception11.02.20231 Task Description

While casting spells in ways that i do not have max level in.

i receive no information about experience gained in the way

Bug Report7771NoMagic SystemLowUnconfirmedferretenchanting gems does not give magic XP15.02.2023 Task Description

i have looked at the enchanting gems mechanic, and there is an issue with experience not being recorded for the use of magic when enchanting gems. i am fully up as a blue way mage, so i was using crystal way for the enchanting. it gives basic xp but nothing in relation to magic xp, nor noes it state how many points are needed to gain the next level. my crystal way level is 60/63(with buffs).

Bug Report7976NoMagic SystemLowUnconfirmedDaevaornNPC structures cannot be attacked magically.01.01.20241 Task Description

(16:59:00) [chat] >You cannot cast Fist of the Volcano on Eagle Gobble Hut. You can only cast it on living enemies.

If you can destroy the hut, it should also be possible to apply destructive magic. A living body should be the greater obstacle for magic to overcome when compared to inanimate objects.

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~

Bug Report4854NoMap TexturesLowNewaurelyntSky texture not correctly mapped to skydomes18.12.20101 Task Description

The skybox texture doesn’t seem to be correctly scaled to the skyboxes. Its borders are cropped and this results in very sharp and somewhat odd skylines:

i422.photobucket.comalbumspp301aurelyntshot19.jpg

PS 0.5.5

Feature Request2205NoMiscMediumNewQia FaskMore user control over the loudness (range) of speech (...01.01.202294 Task Description

As a heavy role-player, one of the most common annoyances encountered is that there is often no appropriate way to communicate to various groups of people.

Example one:

A group of five sitting around a table for an important meeting, talking in hushed voices. Currently the only option is to create a group for this, which is unrealistic, as people very close by should be able to listen in.

Example two:

Someone is standing in front of a crowd of people in the street, announcing something to them. Currently, the distance of /say is so tiny, that the only way to communicate to this group and have the people at the back hear you is to use /shout and have half the countryside hearing you.

Example three:

Sitting in the Tavern talking over a drink, not worried about your voice carrying. Currently, the distance of /say is so minimal, that half the Tavern will not end up hearing you. Using /shout would be considered very rude. No way to deal with this.

Solution:

/quiet - Speaking in a hushed voice to those nearby. Range limited to about 8 to 10 feet.

/say - Speaking in a clear, loud voice. Limited to a range of around 50 feet, which is quite a bit further than it carries to now.

/shout - Long range yelling. The current range of shouting would be fine.

Feature Request5293NoMiscMediumUnconfirmedGregAn Auto-Guard system of some sort28.12.201453 Task Description

I would like to see an Auto Guard system of some sort

I recently Made a mini game on PS and went to a GM event to have things Engraved but im running into A problem that if I somehow lose connection I would be subject to an OCC Robery of these items, And they are food Items So someone could pick them up, Eat them, And log off. While im still trying to log back in. weather it be from an enemy or A fake Alt.

Not only that but I placed a book on the buildboard to look for a guard to help me guard the display, a couple hours later it was gone. A player shouldn’t have to ask a GM everytime they want to place a book…. Ask Any GM and im sure they will agree with that!

ICly I could put a spell on something or report it to the guards, but these might have little effect other then a sure solution.

I will list some solutions, umm… Tell Me what you think? :)

1. Create A spell For Players To Lockdown there own Items/Command (time period Has no meaning Do to Bad weather that lasts hours)

2. Lol I donno… Number 1 sounds like the only solution Or all the others tye into it. I’ll Try to think of more and post them in comments

The next day I hear people in Gossip channel talking about someone taking a book so Its effecting All players

Feature Request5706NoMiscMediumUnconfirmedTobias HuysentruytIn game log viewers23.07.20121 Task Description

I was just wondering if an in game log viewer could be implemented. I don’t know how to minimize and I have to quit my game every single time I want to check my logs, also it’s useful. And makes so that new players don’t have to go around, wondering how the hell they can solve a quest, when they forgot some crucial information.

Bug Report5735NoMiscMediumUnconfirmedDavidBit of grass outside of walls in AkkCentral14.08.2012 Task Description

Nothing major at all, but I cannot change the severity. Is that up to the poster?

Anyway, just on the other side of the wall from Akk-Central -4.46 0.70 4.32, in the empty space, is a bit of grass floating around.

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 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 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 Request5881NoMiscLowUnconfirmedGongerReport command: add "reason"20.05.201311 Task Description

I had discussed this with Sarva who liked the idea and asked me to enter it into the Tracker.

Add a “reason” to the “report” command:
Usage: report [player name] [reason]

In case it takes a while to implement this, meanwhile at least add to the command description that the reporting player also files a petition because this makes it easier for the Game Masters to check what happened.

Thank you for listening (reading),

Gonger

Feature Request7102NoMiscLowUnconfirmedMauiSigns24.11.20224 Task Description

Names of signs appear at the bottom.

Bug Report7689NoMiscLowNewHaviland TenouriLogfile opened under the name of my pet05.02.2023 Task Description

Sometimes PSU logs to the wrong logfile, taking my pets name for the logfile instead the name of my character. If I’m not mistaken, the logfile is opened when the first line to log is to be written. If I happen to sit on my pet at the time, the name of my pet is taken instead of the name of my character.

Bug Report7707NoMiscLowUnconfirmedTrippedOnReality/EnarelLoot window empty if standing too far away to loot02.02.2023 Task Description

When looting a monster, it’s possible to stand close enough to open the loot window but too far away to actually loot the monster. If you open the loot window while standing too far away, it will appear empty even if there are items there. If you move close enough to loot the monster and click “loot all”, you are able to loot the items even though they do not appear in the loot window. If you close the loot window, move closer, and reopen the loot window, the items appear.

Talad’s Note: move the open window from win_interactUI to the PlayerController receiveloot message, so it opens only if there is loot.

Bug Report7713NoMiscLowUnconfirmedTrippedOnReality/EnarelAOE spells spam system messages02.02.2023 Task Description

Several area of effect spells (Healing rain, dazzling light, icy ground, tire, probably others) send multiple system messages based on the number of targets affected. For example, with healing rain “You call forth healing rain” is sent 4 times if 4 targets are affected, 8 times if 8 targets are affected.

Bug Report8021NoMiscLowUnconfirmedtrensolharvesting couchgrass impossible to harvest near gugron...08.05.20242 Task Description

couchgrass seems to be in the wrong place near gugrontid and oja areas, and are unable to be harvested.

https://steamcommunity.com/sharedfiles/filedetails/?id=3240545565

may be due to rendering issues with distro and graphics card. In some cases when using different cards/drivers and compositors such as wayland and xwindows, sometimes render can be slightly off but the current position of the couchgrass seems to be way off.

Feature Request7706NoMiscVery LowUnconfirmedTrippedOnReality/EnarelSystem messages for looting money incorrect01.02.20231 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”.

Bug Report7928NoModels and MapsHighFixed pending releaseDaevaornPCs can get locked into the Ash Brotherhood Lair17.03.2024 Task Description

A server crash happened while I was inside the Ash Brotherhood Lair.

On restart the stone in the doorway had been reset in its closed position, and I was effectively trapped inside, without a way of triggering the mechanism to re-open the passageway.

There should be a second trigger/gear/switch on the iside.

Bug Report7935NoModels and MapsHighFixed pending releaseDaevaornTrapped in the Dwarven Fortress17.03.20241 Task Description

I am now trapped in the entrance area of the Dwarven Fortress for the second time in 24 hours. The door of the cell that gives access to the lower levels closed on its own while I was inside and there seems to be no way of opening it from the inside.

Feature Request5191NoModels and MapsMediumNewVikenMore sewers would be nice...21.05.20113 Task Description

I really like the sewers in Hydlaa, and I think it’d be cool if the other cities (Ojaveda and Amdeneir, mainly) had something like that. I also think it’d be cool if the Hydlaa sewers had a couple more openings, and maybe some intentional service entrances instead of just cave-ins with ladders… And maybe an entrance/exit in the East? Then my Rogue-like character could travel by sewers more, which would be totally awesome.

Are you guys planning to add some more sewers eventually?

Bug Report5786NoModels and MapsMediumUnconfirmedRii RiiDungeon darker at night23.09.2012 Task Description

I think the dungeon is darker at night. I need a torch then. This makes no sense.

Bug Report5813NoModels and MapsMediumNewRoman YagodinAbacus icon in "Kilas wants his Abacus Back"09.02.201321 Task Description

1) Abacus quest item in “Kilas wants his Abacus Back” looks like some sort of globus…

2) It is not clear from Crosh’s explanations, that numeric base he uses with 7-th beads abacus. It can be both 7 or 8, so right answer may be 64 (base 8) or 49 (if base 7 is used). If base 7 is used, the whole beads line is moved back (left) in same operation with moving its last 7-th bead to the right. Same alhorithm is used in real Russian abacus, which have 10 beads in a line for 10-th base calculations.

Maybe, 2) is not a bug, but it requires some more “out of game” explorations, than player may expect, or just “brute force” enumeration of possible aanswers. So, Crosh’s explanations about his calculations must be more clear:

Now: “When they’re all to the right, I move them all back and move bead in a second line…“
Must be like: “When they’re all to the right, and I need to count one more day, I move them all back and move bead in a second line…“

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 Report6376NoModels and MapsMediumNewnobody specialawkward wording on ylon dynari plaque02.04.2014 Task Description

the inscription reads that “Talad may bless the souls” this implies that he also may not. “May Talad bless” or simply “Talad bless” would be a plea for his intercession. “Talad blesses” would be an affirmation to the reader that they are indeed blessed by Talad whether or not it is actually true.

Bug Report7948NoModels and MapsMediumUnconfirmedStalfosRitual of Remembrance does not allow House of Power acc...28.11.2023 Task Description

You are supposed to be able to go see Niala, but the door does not work if you haven’t already got house of power access.

Bug Report7956NoModels and MapsMediumUnconfirmedDaevaornAmdeneir needs scaling up by 20-30%02.12.2023 Task Description

It might make sense that an Ynnwn has to crouch in order to get through a Klyros built door, but when Klyros are struggling to pass many doors in their own city, that doesn’t make any sense.

Many doors are too narrow for my Klyros character to pass through. Same holds for some of the decoration, like the kiosks in the market hall with an awning that is too low to look at the wares on the table.

I think 20-30% larger scale would be sufficient to remedy the major trouble spots.

Bug Report5328NoModels and MapsLowUnconfirmedMario RohkrämerChest model uses an outdated texture18.07.2011 Task Description

The currently used texture “chest.dds” does not match the UV map of the model for the “Chest” item (animated chest, repeatedly opening and closing).

None of the present textures are compatible to this model.

Either create a matching texture, or replace the model by a supported one.

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.

Bug Report7426NoModels and MapsLowNewTrippedOnReality/EnarelEagle gobble huts inside hill/underwater ojaroad2 39684...24.01.20231 Task Description

no task description

Bug Report7427NoModels and MapsLowNewTrippedOnReality/EnarelFloating plants ojaroad129.01.20232 Task Description

floating plants at: 274673.47, -364629.59, 10927.77

It’s spawned items, probably from a natural resource location.

Bug Report7607NoModels and MapsLowAssignedKiFunStuSTuathanachLadders you have to jump to go up02.02.20235 Task Description

186500.38 -336082.84 -1019.9

and the ladder above it

work around * just keep jumping and mantling

Bug Report7625NoModels and MapsLowCould not VerifyKiFunStuSGobo Root in the sky29.01.20233 Task Description

gugrontid 70530.35 -47897.44 10719.28

Bug Report7654NoModels and MapsLowNewKiFunStuSWeather not synced06.01.20231 Task Description

when snowing for 1 player, it is not snowing for another

Feature Request7658NoModels and MapsLowUnconfirmedferretnolthrir village, and farm in emerald lake08.01.2023 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.

Bug Report7715NoModels and MapsLowPostponedKiFunStuSpots out of place by stalag02.02.2023 Task Description

the pots are all out of place. wrong angles and height.

gugrontid 73779.85 -489821.34 10714.60

Can be delayed until after migration..

Bug Report7727NoModels and MapsLowUnconfirmedferrettoo steep a climb to get out of hole in desert behind o...09.02.2023 Task Description

having tested one fix, i decided to check if i am able to climb out of the hole on the other side of the road into the desert at the rear of oja. i managed to get to /pos 566110.25 -393981.34 10081.11 where it then becomes too steep to continue the climb out.

version 0.7.30, not the 29 as listed

Bug Report7730NoModels and MapsLowUnconfirmedferretderghir sign post floating in oja road 110.02.2023 Task Description

the signpost that is supposed to point to the derghir village is floating in the air in ojaroad 1

/pos 343155.47 -335075.34 8986.41

it is also not pointing in the correct direction.

Bug Report7731NoModels and MapsLowUnconfirmedferretfloating signs in ojaroad 1 pt210.02.2023 Task Description

there are a couple of sign posts that stand together and are floating high enough to crawl under them at

/pos 294108.56 -339394.34 10933.02

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