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Bug Report | 6808 | No | Characters Animation | Medium | Unconfirmed | Can-ned Food | | Kran Walking Animation needs improvement | 08.06.2015 | | |
Task Description
Kran Walking is slightly asymmetrical, as though they were afflicted with scoliosis and weren’t treated completely.
Ignore, of course, if new models lack this trait.
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Bug Report | 7315 | No | Characters Animation | Very Low | Unconfirmed | Stalfos | | Ylian Male Neat hairstlye - hair seems to deattach as i... | 24.09.2021 | | |
Task Description
While running parts of the hair seem to bob up and down without being attached to the rest of the hair, more noticeable while sprinting
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Bug Report | 7750 | No | Characters Animation | Medium | Unconfirmed | Carbo Boek | | Rivnak stutters | 11.02.2023 | | |
Task Description
When you ride around on a rivnak, you get these weird stutters. They’re not frame stutters, but the character skips forward. This was tested in Amdenier on roofs and the road.
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Bug Report | 7763 | No | Characters Animation | Low | Unconfirmed | Eon | | Character Foot Bent On Steep Hills: Any Character | 13.02.2023 | | |
Task Description
After a player has made a character; anywhere they walk on a steep hill; the foot is bent. Character Creation (skeletal System) glitch.
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Bug Report | 7907 | No | Characters Animation | Very Low | Unconfirmed | Daevaorn | | Enchanting gems rendered as digging animation | 14.01.2024 | | |
Task Description
When using an enchanter my character is digging or lunging.
This should be the same animation as spell casting IMO.
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Bug Report | 7961 | No | Characters Animation | Very Low | Unconfirmed | TrippedOnReality/Enarel | | Death Animations Play Inconsistently | 04.12.2023 | | |
Task Description
Death animations play inconsistently for several NPCs. ex. Rogues in Oja and Cutthroats on Ojaroad, forest aragama on the road between the magic shop and Hydlaa.
Sometimes the animations will play, but most of the time they do not.
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Bug Report | 7962 | No | Characters Animation | Very Low | Unconfirmed | TrippedOnReality/Enarel | | Female Stonehammer Fishing Animation and Fishing pole m... | 05.12.2023 | | |
Task Description
The fishing animation for the female stonehammer reels in the rod with the right hand, but the reel on the rod is for reeling with the left hand. This may affect other character models as well.
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Feature Request | 5693 | No | Client start-up | Low | New | Ralph Campbell | | Add 2560x1440 to launcher | 11.11.2012 | | |
Task Description
I would like to see 2560×1440 added to the list of monitor resolutions in the launcher. For example:
Index: src/pslaunch/pawslauncherwindow.cpp
— src/pslaunch/pawslauncherwindow.cpp (revision 8373) +++ src/pslaunch/pawslauncherwindow.cpp (working copy) @@ -342,6 +342,7 @@
}
else if(ratio == "16:9")
{
+ resolution→NewOption(”2560×1440“);
resolution->NewOption("1920x1080");
resolution->NewOption("1366x768");
resolution->NewOption("1280x720");
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Bug Report | 6332 | No | Client start-up | Medium | Unconfirmed | Rigwyn Setson | | Crash starting client | 14.05.2014 | | |
Task Description
This is kind of stupid, but I noticed that if you run pslaunch, then click on “Play” before the client version and launcher version is displayed, the client will crash. It might not hurt to lock the play button until the launcher is fully initialized. Its a small bug, but probably quite easy to fix.
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Bug Report | 6426 | No | Client start-up | Medium | Unconfirmed | Malunga Leeboo | | Permanent crash on startup after update. | 02.05.2014 | | |
Task Description
Hello everyone! I have updated my client on 2014-05-01 via launcher. Now game crashes in a few seconds right after loading the world. I can see environment, but my character is not able to move, chat interface is not accessible. After about 20 seconds game crashes and returns to a launcher window. I have tried to clear cache before starting, but it doesn’t help. Using “elves” interface skin by default, but changing to another (scholar) leads to the same behaviour. There was no such issue before an update, but it was some weeks ago, maybe system updates can cause a problem as well. Creating a new character does not help much: I can walk a few steps and then game crashes. After that there is no chance to proceed playing using a brand new char because it starts up already “broken”. My system is: OS: Russian Fedora Remix 20, 3.8 GB RAM, Intel Core i5 CPU 661@3.33 GHz x 4, OS type 64-bit, Graphics Gallium 0.4 on NVC1, GNOME 3.10.2. Operating system is up to date (all latest updates installed successfully) Update: I have tried to download a new *.run installer, renamed /home/PlaneShift and /home/.PlaneShift and reinstalled client. Same result: the world is loading, I can see my char standing near Harnquist’s blacksmith area, but GUI is frozen and no movement or animation. after a few seconds game crashes back to launcher window.
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Feature Request | 6527 | No | Client start-up | Medium | Unconfirmed | Thomas Tautenhahn | | Don't allow login into a locked guild house | 15.07.2014 | | |
Task Description
The reason for this request is to prevent guests from stealing.
If one tries to login into a locked guildhouse one has no key for one’s position should be reset.
Guildhouses usually have only one exit so the position outside of the house should be clear.
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Bug Report | 7764 | No | Client start-up | Very Low | Unconfirmed | Stalfos | | Tiny text in Main on startup | 14.02.2023 | | |
Task Description
There is tiny unreadable text in the Main tab of the chat, if you have font size 0 for Chat Text. Any chat that comes after it is fine, and it becomes readable if you change Chat Text Size, even if you change it back to 0 again.
It is the “<Player> just joined PlaneShift” text
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Feature Request | 1506 | No | Combat | Low | New | Thom | | Non-lethal guild wars. | 24.01.2010 | | 10 |
Task Description
From forum thread http://hydlaa.com/smf/index.php?topic=32393.0
In normal duels you can decide whether to kill your opponent or not, leaving him with 1 HP. However, in a guild war this is not the case, in a guild war you can only fight to the death. Make it so that fighters in a guild war have the possibility to spare an opponent. This could be done by creating an option when starting a guild war: lethal war or non-lethal where the fighters can decide to spare an opponent or not.
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Feature Request | 6101 | No | Combat | Medium | Unconfirmed | nobody special | | allow ungrouped combat when attacked | 07.08.2013 | | 8 |
Task Description
I am sitting in the gold mine near ojaveda and another player is hunting the ‘nauts. one of them runs away from his attack and starts hitting me. I get a few messages about those hits then a message that I have to be grouped with the other player when my auto-retaliate kicks in. This is not right. It is the behavior that has been implemented but I should be able to attack anything that is attacking me.
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Bug Report | 5782 | No | Combat | Medium | Unconfirmed | Rii Rii | | changing weapons in battle doesn't work | 22.10.2012 | | 2 |
Task Description
If I have no weapons while in battle and I take out swords, I continue fighting with no weapons. If I stop attacking and then start again, the swords get used.
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Bug Report | 7604 | No | Combat | Low | New | KiFunStuS | | HP bar not diminishing when using Damage over time | 14.01.2023 | | 1 |
Task Description
Cast poisonous hail storm. health bar does not decrease even after creature has died
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Bug Report | 7867 | No | Combat | Low | Unconfirmed | Mewshad | | Sword skill is leveled by 1 practice point at every str... | 18.11.2023 | | 1 |
Task Description
On my character Mewshad: 90 AGI, 75 CHA, 154 END, 55 INT, 100 STR, 90 WIL at 13 lvl in Sword. At every attack, I gain 1 point of practice on the training dummy. This means I need to click 200 times to get to the next level. I also tried to do the “special attack” but same there. I think Endurance and Strength is the reason since before I increased these attribute, sword leveling was faster.
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Feature Request | 2956 | No | Combat | Medium | New | Orgonwukh | Davide Vescovini | Combat system calibration | 19.04.2010 | | |
Task Description
Combat system calibration
Short version:
I propose that in general the amount of damage dealt by any weapon or magic spell should decrease with the distance from the attacker to the target. Also, fast weapons should generally deal less damage than slow weapons. The combat system including both weapons and magic has to be more balanced.
Elaborated version:
Damage (D):
This is the amount of health points subtracted when an single attack is successful. Examples for magic are:
For weapons one has to include the levels and stats of attacker and target. As a reference I determine both attacker and target to have maxed stats and levels, full heavy armour equipped and to use two weapons at a time in bloody stance. The weapon damage is the average damage including the failed attacks. One could either ask a dev to look this up in the database or do a numberof attacks and measure the arithmetic mean. For convenience I determine the damage of short swords to be 500 HP. This value is not the value specified in the weapons properties, but the “real” damage dealt.
Maximum attack distance (MAD):
This is the maximum distance from which an attack can be made. MAD can be measured in game units (the values you get if you type /pos). One unit should be about 0.5 metres. Examples for magic and weapons are:
Attack speed (AS):
This is the time in seconds (s) between the starting of the attack and the moment when the damage is dealt. Examples:
Damage per second (DPS):
This is simply D divided by AS.
Effective Damage (ED):
I propose to let the DPS decrease linearly with the MAD. I introduce a factor (F) with which you can put more or less emphasis on the distance weighting. Based on the above assumed value of damage for short swords, I propose that the ED with a value of 500 should be used to weight all weapons and magic attack spells:
ED=F*(D/AS)*MAD=500 or ED=F*DPS*MAD=500
For F=1 this simply is
ED=(D/AS)*MAD=500 or ED=DPS*MAD=500.
Let us fix F=1 here for now for convenience. If my proposal for weighting is too daring or too conservative, we still can talk about setting a different value for F.
What does this mean?
Let us look at the weapons first and assume that the values for short sword are as I wrote above: AS=2, MAD=2 and D=500. Then DPS=250. This short sword deals an average damage of 250 HP per second. Since MAD=2, ED=500 HP. I have nothing to object concerning these values. This is my reference for the calibration of other weapons or magic spells from now on (see below).
Let us look at the spells: With a short sword you deal an average damage of 250 HP per seconds from a max. distance of 2 units. With Summon Missile you deal a damage of 100 HP per second from a max. distance of 57 units. With Flying Rocks you deal a damage of 225 HP per second from a max. distance of 74 units. Is that fair? Does it make sense that more damage can be dealt from a safe distance? This “unfairness” is reflected in the ED values of the spells:
We notice that the value of ED is way higher for spells than for the short sword. Flying Stones also have a very high MAD and hence a high ED value. If we assume that my proposal is appropriate for evaluation of the power of weapons and magic, this means that Summon missile is 7.4 times more powerful than using short swords and Flying Stones is 33.3 times more powerful than short swords. I think that is quite a realistic reflection of the current state
Calibration
I propose to calibrate weapons and spells by setting the values of D, AS and MAD in a way that the ED is about the same for all of them. In case we use the short sword for a reference, we could adjust the values for Summon Missile and Flying Stones by reducing the MAD, for example To do this we solve the equation for ED in regards to MAD:
MAD=500*AS/D
Then the values for the calibrated spells would be:
If you think this attack range is too low, there is the possibility to calibrate the spells by setting the damage after solving the equation for ED in regards to D:
D=AS*500/MAD
Then the values would be:
It is also possible to calibrate the AS with AS=D*MAD/500. You can also try out different trade offs between D, AS and MAD as long as ED=500. As long as the ED is the same for all weapons and spells, the relation between damage dealt per second and the attack range is maintained.
Calibration will also be helpful once the attack range for weapons is implemented. Let us examine the calibration of the broad sword and let us assume that this sword has a damage value of D=750:
So the attack range is the same while the attack speed and damage differ. One might think that it is more important to increase the attack range instead of the damage because of the bigger size of the broad sword. So let us assume that the damage value for the broad sword is D=600:
This seems to me an appropriate representation of the differences between the weapons: A broad sword has a longer range and deals more damage, but is slower than a short sword.
Final notes
This is a proposal for balancing the combat system. All values of weapons and magic are either estimations or assumptions. Feel free to provide the true values, if possible. Since the ezpcusa server exists, this might be a good opportunity to try such a system out. My assumptions about the levels, stats, armour and weapon properties of attacker and target are subjective and should be discussed.
Limitations:
Maxed levels were assumed, the properties of lower lever levels are unknown to me. But when known, those levels can be calibrated as well. I did not include the amount of mana needed for the spells yet. A simple rule could be to have a linear relationship between damage dealt and mana used (maybe 1 to 10, so you can still kill a 800 HP opponent with 222 mana, which is the maximum at the moment as far as i know). While the attack area of spells is a circle with a radius of AD (you just have to be closer than AD, facing direction is disregarded) while the target is in the centre of the circle, the area for weapons is much smaller because the attacker has to face the target. It should be something similar to a triangle. This disadvantage of weapons is not accounted for here. On the other hand, it is assumed that a spell caster casts spells as fast as possible. This disadvantage is not accounted for here, either. If those differences between weapons and spells is considered too big, you can think about setting F to another value than 1 for an appropriate weighting. Once spells and weapons are calibrated, prices should as well be calibrated. You could either raise the weapon training costs or lower the magic training costs. Maybe doing both is a good idea.
Advantages:
Using this calibration, it is possible to design various weapons and spells which are different concerning D, AS and MAD, but they are weighted in a more appropriate way than it is the case now. Your choice of weapons is based on what you prefer: range, damage, speed or a weighting/combination of them. Combat can be balanced and become more interesting once players fight each other with different properties of their weapons and attack style. The work for the devs is small. You need to change a single value for each weapon and spell.
Link to corresponding forum thread: http://www.hydlaaplaza.com/smf/index.php?topic=35352.0
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Bug Report | 4937 | No | Combat | Medium | New | Daniel | | Movement for Ranged not showing when firing long distan... | 04.04.2016 | | |
Task Description
When the monster is somewhat near you, the movement simulating firing an arrow with the bow is showing. However if the monster is quite far away the movement stops showing until either one of you gets closer to the other.
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Bug Report | 5289 | No | Combat | Medium | Unconfirmed | Greg | Davide Vescovini | You Must Face Enemy To Attack/You Are To Far Away To at... | 24.06.2011 | | |
Task Description
Not sure if it is just me but I keep getting “You Must Face Enemy To Attack” when im clearly faceing them >
There are A few Angles At which this happens (Most noticable on a Armored Riverling's right shoulder near the Lake Of Tears, Has also happened on the consumors near the Face Of Stone)
“You Are To Far Away To Attack” > (standing right next to them, If I time it right I can jump and hit it’s head, but only can hit when jumping)
I have noticed this On Ojaveda Road 1 Maulbernauts/Vilenaut/Maulberloards (When they spawn in the "vally area of there spawn points") I also notice when I kill them They get suspended Laying down in the air
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Bug Report | 5386 | No | Combat | Medium | New | Kaerli Stronwylle | | Range of combat messages is FAR too short | 08.07.2016 | | |
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.
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Bug Report | 6341 | No | Combat | Medium | Unconfirmed | Dan Johnson | | Dark Rogue Bug | 28.03.2014 | | |
Task Description
When one kills a Dark Rogue in the BD Mine after having it chase one down towards the main corridor they fall to the ground and then float away. Even after catching up with them one is informed that they are too far away to be looted.
The range seems to be when they are out of range to call for help.
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Bug Report | 6512 | No | Combat | Medium | Unconfirmed | xola | | flame spire | 07.08.2014 | | |
Task Description
when flame spire or animate vegetion kill enemy it swich from agresive to fuldefensive mode , enemy is already dead ant it shall stop atack
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Feature Request | 6513 | No | Combat | Medium | Unconfirmed | xola | | annoying window asking winer to take loot | 22.06.2014 | | |
Task Description
when hunting in group popup window asking winer to allow loot is annoying, i wish leader of group have options that 1 allow to share loots 2 disable shares and the one who take loots keep it without the annoying window that popup every time
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Bug Report | 6853 | No | Combat | Medium | Unconfirmed | Aniroho Aimirrel | | not facing target problems with ranged weapons | 17.07.2016 | | |
Task Description
During fight using ranged weapons if the player is attacking a mob but doesn’t face them the arrows are still used but no attack is led and the message about facing the target is shown.
Sometimes attacking with ranged weapons cause the showing of the facing target message and the attacks are not dealt even when the target is near and straight before the player (the arrows are consumed as well).
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Bug Report | 7062 | No | Combat | Low | Unconfirmed | Michael Loeven | | Combat Spellcasting seems to allow enemy damage to bypa... | 13.12.2020 | | |
Task Description
There seems to be a problem with how incoming damage is being handled when casting spells in combat. The primary issue appears to be a glitch when casting a offensive spell where the player will loose their combat stance and be treated as out of combat which this seems to have the (hopefully)unintended effect of allowing incoming damage to bypass the players defenses completely any skills / abilities to reduce the damage and even seeming to nullify the effects of the players armor allowing creatures to directly deal massive hits directly to the players hp similar to if they were completely unarmed and unarmored. The result can a normally harmless enemy suddenly dealing critical damage and causing instantaneous death depending on the situation.
Expected behavior would be to not allow melee attacks during spell casting however the player should remain in the selected combat stance to ensure that armor and evasion occurs properly and melee attacks may be automatically resumed after the casting completes.
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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 | 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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Bug Report | 7319 | No | Combat | Low | Unconfirmed | marcel | | new character attacks ulbernauts no one damages anyone | 24.10.2021 | | |
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)
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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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Bug Report | 7566 | No | Combat | Low | Could not Verify | KiFunStuS | | PVP casting errors | 14.01.2023 | | |
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.
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Bug Report | 7601 | No | Combat | Low | New | KiFunStuS | | Jade Clacker | 03.02.2023 | | |
Task Description
Attack Jade clacker it follows you around but does not attack
Tested in Laanx Dungeon
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Bug Report | 7602 | No | Combat | Low | Unconfirmed | KiFunStuS | | Debuff breaks Monster Combat | 02.01.2023 | | |
Task Description
Cast a Debuff like Frozen net or dazzling light
After debuff expires, NPC creature will follow you but not attack
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Bug Report | 7603 | No | Combat | Low | New | KiFunStuS | | Thunder clacker | 03.02.2023 | | |
Task Description
Uses ranged sound attack
spams NPC chat tab with Attacks me using normal stance and emits A loud thundering noise
Does not actually attack me
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Bug Report | 7605 | No | Combat | Low | New | KiFunStuS | | Onyx Dagger | 03.02.2023 | | |
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
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Bug Report | 7797 | No | Combat | Low | Unconfirmed | Gonger | | In "upper" Hydlaa you get kill messages from the Sewers | 02.03.2023 | | |
Task Description
I was near the Smithy when I received messages like the following: (22:15:02) [chat] >Fordanot Helsun has been killed by X Y! (22:15:38) [chat] >Diseased Rat has been killed by X Y!
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Bug Report | 7863 | No | Combat | Low | Could not Verify | Mohonin Ditin | | The command '/attack' may be bugged | 27.10.2023 | | |
Task Description
I think the command ‘/attack’ is bugged. I have tried many ways to check weather the bug is there or not, like I waited for the timer on the top left to finish before clicking for another slash of attack, tried to be carefull that i may not be pressing the right click, and ofcourse using Q & E to get the right attack skill. But still many times i get the system message “Command Not Recognized. Use /Help to see the list of available commands”, it cud be like you missed the target, the target dogged your attack etc. Please see that wheather its really a bug or not, if a bug then please Debug it. Thank you.
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Bug Report | 7911 | No | Combat | Low | Unconfirmed | Stalfos | | Pet refuses to attack | 27.10.2023 | | |
Task Description
It says the pet has successfully targeted the creature , but will not attack with /pet attack. This is on One-Eyed Rats that can be killed by player, shows the same error on Kikiris mind you, that can’t be killed by player.
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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 | 6029 | No | Crafting | Low | New | Hirene Penifur | | New skill: creating magical scrolls | 19.08.2022 | | 6 |
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.
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Feature Request | 726 | No | Crafting | Medium | New | Drunk Hammerwielder | | Redesign/Add to the Crafting GUI. | 25.02.2013 | | 5 |
Task Description
Related to: http://hydlaa.com/flyspray_upgrade/index.php?do=details&task_id=611&histring=crafting
Goal of this feature request: To provide an alternative to the numerously unneeded clicking and dragging through the addition of additional options.
Possibilities:
1. Allow all targeting equipment to be targeted and add short cut commands as discussed in http://hydlaa.com/smf/index.php?topic=30727.0;topicseen and http://hydlaa.com/smf/index.php?topic=28284.0 .
1B. Add a /place command that would place a specified number of a specified item into a targeted container.
1C. Add a /remove command that would remove a specified number of a specified item from a targeted container.
1D. Add a /combine command that has the same functionality as the combine button that is on the right click menu.
2. Have the stock casting containers automatically convert large stacks of molten ore to the largest possible unit. (IE: A stack of 63 Molten Iron would yield a stack of 6 Iron Stocks and 3 Iron Ingots.)
2B. Add a button and command to Stock Casting that will toggle that will allow the user to cast only ingots.
2C. Allow the user to combine large amounts of objects at a time so long as the proper amounts of objects are present. (IE: 81 Iron ore and 9 Coal ore would yield 90 Molten Steel. Also, you could combine 10 sword handles with 10 sword blades to quickly put together 10 swords.)
3. Add a key to be pressed and held that would allow the user to pick up an entire stack.
I believe that there has been discussion of several other alterative on the forums.
Thank you for your time: - Tontow
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Feature Request | 6333 | No | Crafting | Medium | New | Elhorien | Davide Vescovini | more variety of animal parts to craft Healing essences | 01.08.2014 | | 4 |
Task Description
I write this to ask about more variety of animal parts in order to craft this essence, since it can be obtained in low production from aragnas and in high production from trepor queen. Trepor queen is just one mob in place and not always give to you the eggs sack. Is a essence really hard to obtain, and is very helpful for newcomers and also for experienced player, when crafted into healing potions. Increasing the ratio egg sack / essences will also help. Thanks a lot for reading and for your time.
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Bug Report | 7914 | No | Crafting | High | Could not Verify | Daevaorn | | Dropping an item in an occupied container slot doesn't ... | 07.12.2023 | | 2 |
Task Description
affected version: 0.7.38 (couldn’t be set yet as the version)
When trying to drop an item on an occupied container slot, the item remains “in limbo”, i.e. nothing happens.
This affects crafting severly: Shift-clicking a stack placed into a container, you have always been able to “fan out” stacks of items in containers for crafting processes that would individually change quality (thereby averaging the random factor of the process). This is no longer possible.
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Feature Request | 5255 | No | Crafting | Medium | Unconfirmed | nobody special | | persistent selector for pick up amounts | 20.06.2021 | | 1 |
Task Description
I would find it extremely useful if I could select from 1, 5 and 10 amount when shift clicking a stack of raw materials. This would allow me to improve the efficiency of smelting by picking enough material to cast into stocks of the various types. I could then dump a stack of molten ore into the caster and shift click it to spread out the ores into castable portions. obviously the 5 and 10 amounts are for casting stocks from precious and non precious materials.
It would be useful for this to only apply to molten ores in the furnace as there is no need for ingot/stock to be smelted in these particular numbers. It might be also useful in a forge or other crafting container to have the ability to set to an arbitrary amount when processing ingots or stock for weapon/shield/armor parts.
Perhaps instead of overloading the shift click in this way using the alt click instead would work but this might cause a problem for Apple type computers.
Changed task description to clarify request.
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Feature Request | 5259 | No | Crafting | Medium | Unconfirmed | nobody special | | Make Crafting more like combat | 03.07.2011 | | 1 |
Task Description
I would like it very much if crafting were to be redesigned more like combat. Instead of one action that takes many seconds to complete and generates only one practice or experience reward make it so that each hammer blow is considered and eligible for a reward. For example at level 10 it takes me about two minutes to turn 12 heated ore into 4 shield handles and I get one practice point and some experience at the end of that time. Under my proposed change it might take just as long but each hammer blow on the ingots would receive a success chance roll that would increment the percentage done. A series of low rolls would result in a failure, either junk metal or very low quality handles and a series of high rolls would result in faster time and/or higher quality handles. This would be analogous to hitting a mob until one of you is dead.
I believe this would be more fair in the long run and if it would seem to make great quality items too available the chance to succeed could be reduced.
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Feature Request | 5701 | No | Crafting | Medium | New | rodrigo moraes | | Bad user experience: automatic stacking and merging hig... | 18.12.2012 | | 1 |
Task Description
I’m a new user and I just had a very frustrating experience, so I want to propose an improvement.
I requested a guild mate to craft me some chain armor, and when I got it done I picked the Arm piece i was wearing and tried to exchange by the new one. By the gods, the quality-50 armor merged with the quality-300 one and I got two quality-175 armors. Without any confirmation.
I think the merge-on-stack system is fine for many crafting situations, but merging armor stats is a unexpected one. I fail to see why one would want to merge a higher armor with a much lower one. This doesn’t even make sense: if you mix water and herbs it’s ok that you get an infusion, but you can’t mix a chain mail with another one to instantly get two different ones.
I requested a GM to revert the stats and he said that this is the same situation as when one sells or gives away an item by mistake. I think it is not the same thing. This is not a mistake; it is common to exchange items in the inventory to organize or save space, and having these “side-effects” in place can make a simple inventory management a surprisingly bad experience for new users like me. :(
TL;DR:
1. Please review if it really makes sense to merge armors or weapons. I don’t see the use for it, and it sounds illogical, but probably I’m missing something.
2. Please consider adding a confirmation to actions with clearly bad side effects during inventory management, to avoid the frustration, specially for new users.
3. Please consider adding a toggle/checkbox to the inventory to turn on/off automatic item merging (disabled by default to avoid sad surprises like mine).
Thanks for all the hard work, guys. :)
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Bug Report | 6035 | No | Crafting | Medium | Assigned | JThompson | Joe Lyon | Crafting book bugs: Missing recipes, text not greyed | 09.08.2013 | | 1 |
Task Description
I Was going to make some apple jam biscuits recently as requested by Harnquist but I could not for the life of me find them in any of my cookbooks (I have all four!). Since Harnquist asked for it, I was pretty sure I could make it and took a guess that it should be in the Pastry Chef book that has the jam recipe and open biscuits. With that book in Mind, I was able to make the Apple Jam Biscuits, but I never did actually FIND the recipe. I checked with another cook just to make sure, and she couldn’t find it either. She also pointed out that the Bread with Apple Jam is also missing (the other Bread with Duppong/Teveran/Macca/Joopiner Jam and Duppong/Teveran/Macca/Joopiner Jam Biscuits, as well as the Bread with Butter and Buttered Biscuits are also missing.)
In the Making Enchanted Armor book I discovered that the skills you cannot do are not grayed out (AFTER I tried something, was told I didn’t have the skill, and looked more closely at my book! It does say the usual “WIth higher skill you could blah, blah, blah” but it’s the same color as the rest of the text).
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Bug Report | 6729 | No | Crafting | Medium | Unconfirmed | Shafaragorn | Venalan | Bow making interruptions for nonexistent movement | 11.02.2016 | | 1 |
Task Description
When working on bow making at the Arena smith table: if you /use the table, when the progress bar shows that you are done, instead of being done with whatever you’re doing, you get a message that reads “You interrupted your work when you moved away” without having moved at all.
I’ve repeated it multiple times working on a few different things, but haven’t tried at any other smith tables yet.
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Bug Report | 6878 | No | Crafting | Medium | Unconfirmed | Kanuby | Tuathanach | Mace Making practice points inconsistent with other cra... | 19.11.2017 | | 1 |
Task Description
The Mace Making Practice Points seem to be inconsistent with other crafting. With a skill level of less than 20, everything only takes 5 seconds to make regardless of the complexity of the item being crafted. Wondering if a higher blacksmith skill is weighted more. Only getting 5 pp per item crafted will extend leveling ability time dramatically.
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Bug Report | 5242 | No | Crafting | Medium | New | nobody special | | blade can be removed from hand without disturbing work | 24.05.2011 | | |
Task Description
If you take a heated blade out of your hand while hammering it the work will not be interrupted until the work duration if finished. If you return it to your hand before the work is finished the transformation completes successfully. THis appears to only work if you replace the item with itself, substituting a different identical item or a completely different item causes an interruption.
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